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  2. History of virtual learning environments - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    In 1995 Murray Goldberg at University of British Columbia began looking at the application of web-based systems to education and developed WebCT in early 1996. [115] In 1995 The University of Auckland Business School launched CECIL (computer supported learning or CSL) with students enrolled in February 1996.

  3. History of virtual learning environments in the 1990s - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    "The Phoenix Project" later became the Web-based learning environment within the Division of the Biological Sciences at the University of Chicago. Swanton High School in Ohio used learning management systems to track student progress, as well as testing results, satellite courses, videodiscs, Hypercard, QuickTime video, and Internet connections ...

  4. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    Classroom computer access to Web 2.0 applications such as online learning communities and interactive educational tools offer a more dynamic learning experience, with direct benefits to students. Web 2.0 technologies that are being utilized within the classroom have made it possible for essential learning to be introduced to students during ...

  5. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    Because of this, there was a clear disparity in student and school preparedness for digital education due, in large part, to a divide in digital skills and literacy that both the students and educators experienced. [74] For example, countries like Croatia had already begun work on digitalizing its schools countrywide.

  6. Computer-supported collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Computer-supported...

    Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]

  7. Legislation introduced to study impacts of cell phone use in ...

    www.aol.com/news/legislation-introduced-study...

    (The Center Square) – Following several states banning smartphones from schools, a pair of U.S. senators are introducing legislation to study the impacts of cell phone use in K-12 classrooms.

  8. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]

  9. Should schools still teach cursive in the digital age?

    www.aol.com/news/schools-still-teach-cursive...

    Cursive lessons forge important pathways that benefit all types of learning “To the human brain, the act of handwriting is very different from punching letters on a keyboard.