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E-Learning in the 21st Century: A Framework for Research and Practice, 2nd edition

TLDR
The second edition of E-Learning in the 21st Century as mentioned in this paper provides a coherent, comprehensive, and empirically-based framework for understanding e-learning in higher education and provides practical models that educators can use to realize the full potential of elearning.
Abstract
The second edition of E-Learning in the 21st Century provides a coherent, comprehensive, and empirically-based framework for understanding e-learning in higher education Garrison draws on his decades of experience and extensive research in the field to explore the technological, pedagogical, and organizational implications of e-learning Most importantly, he provides practical models that educators can use to realize the full potential of e-learning This book is unique in that it focuses less on the long list ever-evolving technologies and more on the search for an understanding of these technologies from an educational perspective The second edition has been fully revised and updated throughout and includes discussions of social media and mobile learning applications as well as other emerging technologies in todays classrooms This book is an invaluable resource for courses on e-learning in higher education as well as for researchers, practitioners and senior administrators looking for guidance on how to successfully adopt e-learning in their institutions

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Journal ArticleDOI

Assessing metacognition in an online community of inquiry

TL;DR: The Community of Inquiry theoretical framework provided the conceptual coherence to construct, operationalize and interpret metacognition in an online collaborative inquiry and provided evidence of metacognitive indicators in student discussion postings and the frequency of these indicators increased over time.
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Video Games in Education: Why They Should Be Used and How They Are Being Used

TL;DR: In this article, the authors provide a practical rationale for and experiences with integrating video games into the K-20 (kindergarten through graduate school) curriculum, and the commercial popularity of video games is beginning to transpose to the classroom; but is the classroom ready? Are teachers and administrators ready?
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The effectiveness of Internet-based e-learning on clinician behaviour and patient outcomes: A systematic review

TL;DR: It is suggested that e-learning was at least as effective as traditional learning approaches, and superior to no instruction at all in improving health care professional behaviour and patient outcomes.
Journal ArticleDOI

Toward the development of a metacognition construct for communities of inquiry

TL;DR: The results indicate that in order to better understand the structure and dynamics of metacognition in emerging collaborative learning environments, the authors must go beyond individual approaches to learning and consider metac Cognition in terms of complementary self and co-regulation that integrates individual and shared regulation.
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Face-to-face or face-to-screen? Undergraduates' opinions and test performance in classroom vs. online learning.

TL;DR: It is concluded that online and face-to-face activities can lead to similar levels of academic performance, but that students would rather do written activities online but engage in discussion in person.
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