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Students' views of E-Learning: The impact of technology on learning in higher education in Ireland

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TLDR
In this paper, a study was undertaken to obtain students perspectives on the uses of technologies in higher education to assist educators in improving the pedagogical design of e-learning platforms, known as learning management systems.
Abstract
Students are the end users of the Information Systems that educators use to enhance students' learning experiences. The use of technologies in education has altered the ways in which lecturers and students can interact and has expanded the volume of information that students can access. This study was undertaken to obtain students perspectives on the uses of technologies in higher education to assist educators in improving the pedagogical design of e-learning platforms, known as learning management systems. This chapter provides students' perspectives on the academic use of technologies in two higher education institutions in Ireland. Analysis of the responses received from three hundred and twenty students indicates that students are of the opinion that the use of technologies in higher education can beneficially transform learning; however, technologies will never replace lecturers. © 2012, IGI Global.

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Book ChapterDOI

Challenges Encountered in Creating Personalised Learning Activities to Suit Students Learning Preferences

TL;DR: In this article, the potential use of TEL to provide personalised learning activities to suit individual students learning preferences is discussed, in particular the challenges encountered by educators when trying to implement personalized learning activities based on individual student learning preferences.
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Learning Theories: ePedagogical Strategies for Massive Open Online Courses (MOOCs) in Higher Education

TL;DR: This chapter reviews various learning theories about e-pedagogical strategies for the effective use of massive open online courses (MOOCs) in higher education and addresses the topic of ‘ePedagogy and students’ use of HCI (integrating interactivity into asynchronous MOOCs).
Book ChapterDOI

Using iPads in University Mathematics Classes: What Do the Students Think?

TL;DR: The findings suggest that as supplement to instruction the use of iPads has the potential to enhance the learning process, but classes delivered using iPads only would not meet the educational requirements or expectations of the study's participants.
References
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BookDOI

E-moderating: the key to teaching and learning online

Gilly Salmon
TL;DR: In this paper, the authors present a 5-stage model for e-moderating in the 21st century, including five stages of 5-stages: 1. E-moders' qualities and roles 2. 5 stage model (text) 3. 3.5-stage model (21st century technologies) 4. Training emoderators 6. Developing skills 7. Participants' experience 8.

E-moderating: the key to teaching and learning online, 3rd ed.

Gilly Salmon
TL;DR: In this paper, the authors present a 5-stage model for e-moderating in the 21st century, including five stages of 5-stages: 1. E-moders' qualities and roles 2. 5 stage model (text) 3. 3.5-stage model (21st century technologies) 4. Training emoderators 6. Developing skills 7. Participants' experience 8.
Journal ArticleDOI

Investigating faculty decisions to adopt Web 2.0 technologies: Theory and empirical tests

TL;DR: Assessment of faculty's awareness of the benefits of Web 2.0 to supplement in-class learning and better understand faculty's decisions to adopt these tools using the decomposed theory of planned behavior (DTPB) model indicated that while some faculty members feel that some Web2.0 technologies could improve students' learning, their interaction with faculty and with other peers, their writing abilities, and their satisfaction with the course; few choose to use them in the classroom.
Journal ArticleDOI

Digital Games in Education: The Design of Games-Based Learning Environments

TL;DR: An examination of the evolution of the design of videogames is a good way to analyze the main contributions and characteristics of games-based learning environments and the main obstacles and challenges to the use of games for learning.
Journal ArticleDOI

Learning Styles and Adaptive Flexibility: Testing Experiential Learning Theory

TL;DR: This article used three instruments derived from experiential learning theory (the Learning Style Inventory, the Adaptive Style Inventory and the Learning Skills Profile) to test hypotheses about di erent learning skills.
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