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Common eLearning Terms

Common eLearning Terms

We begin this module by considering that there can be a lot of techincal words and jargon used in this topic. You will come across many different terms on your digital journey. Let’s look at some common terms and define them. <iframe src=”https://vettedd.splet.arnes.si/wp-admin/admin-ajax.php?action=h5p_embed&id=5″ width=”578″ height=”1677″ frameborder=”0″ allowfullscreen=”allowfullscreen”></iframe><script src=”https://vettedd.splet.arnes.si/wp-content/plugins/h5p/h5p-php-library/js/h5p-resizer.js” charset=”UTF-8″></script>

Assistive technologies

Assistive Technologies

Assistive technology is any device, software, or equipment that helps people work around their challenges. Assistive technologies support learning by: enabling students aspirations to be met supporting higher success rates amongst students meeting the needs of the widest possible range of students providing the opportunity to support special educational needs,…

Immersive Environments

Immersive Environments

Immersive environments are simulations that fill the user’s visual field, giving the sensation of physical presence. Virtual reality delivers immersion from the individual’s point of view, while immersive rooms bring many viewers into the same simulation. Immersive environments support learning by: removing distractions within the learning environment motivating students to…

Social Networking Tools

Social Networking Tools

‘Social media’ is the umbrella term for web-based software and services that allow users to come together online and exchange, discuss, communicate and participate in any form of social interaction. Social Networking tools support learning by: providing cost effective (usually free) access to communication and information tools helping you build…

Mobile technologies

Mobile Technologies

Mobile Technologies refer to the use of portable electronic devices, systems and networks.  These are usually referred to as Laptops, Tablets, Smart Phones, Wearables (Apple Watch) and Mobile Gaming Consoles. Mobile Technologies support learning by: allowing students to Learn Anywhere, Anytime, which increases the opportunity for students to complete programmes…

Gaming and Simulations

Gaming and Simulations

Gamification refers to the use of Games-Based Learning where teachers use gaming principles and designs to achieve their learning goals and enhance delivery. Simulations on the other hand, are instructional based activities which can take the form of games or even role play, to provide a scenario-based environment. Gaming &…