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E-learning tools & virtual learning objects

Leonardo Varela Sant

Created on July 17, 2020

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E-learning tools & virtual learning objects

E-learning

E-learning tools & virtual learning is intended to guide students' understanding of the issues at the heart of the subject 'Pedagogía & Didáctica de L2 I- Virtual Learning Objects' at the BA in Modern Languages English & French at Pontificia Universidad Javeriana.

E-learning

Food for thought 1

What are -TICs- TACs & TEPs?

TICs- TACs-TEPs

Food for thought 2

What are digital residents & digital visitors?

Food for thought 3

What are the skills needed in a digital age?

Skills needs in a digital age 1

Skills needs in a digital age 2

Food for thought 4

What are blended learning & flipped learning?

Food for thought 5

What is assistive technology ?

Food for thought 6

What is a learning ecosystem?

1 ¿Qué son las herramientas de aprendizaje en linea ?2 ¿Por qué es importante incluirlas en nuestros ecosistemas de aprendizaje?

2 ¿Por qué es importante incluir herramientas digitales en nuestros ecosistemas de aprendizaje?

Características de nuestros ecosistemas de aprendizaje

Características de nuestros ecosistemas de aprendizaje

Drago (2002), Drennan et al. (2005) Disponibilidad, Accessibilidad, Relevancia Peltier et al. (2007) Calidad García-Peñalvo, F. (2016) Integración, Interoperabilidad, Evolución de los componentes, Definición de la arquitectura Tiwana, A. (2014) Simplicidad, Resiliencia, Sostenibilidad, Capacidad de evolucionar

Características de nuestros ecosistemas de aprendizaje

Características de nuestros ecosistemas de aprendizaje

E-LEARNING AND M-LEARNING

E-Learning - Definition The term e-learning comprises a lot more than online learning, virtual learning, distributed learning, networked or web-based learning. As the letter “e” in e-learning stands for the word “electronic”, it would incorporate all educational activities that are carried out by individuals or groups working online or offline, and synchronously or asynchronously via networked or standalone computers and other electronic devices. M-Learning - Definition M-learning is an abbreviation of mobile learning, which means learning using portable devices that allow the student to learn in different environments and whilst on the move instead of being restricted to a classroom setting or tied to a desk. Mobile learning is, of course, by its electronic nature, a subset of e-learning, but it refers far more specifically to these handheld devices and portable technology.

Types of E-Learning Text Driven In this level, the content is simple and includes text, graphics, audio and test questions. Compliance courses are a good example of text driven e learning Interactive An interactive e learning course is very similar to a text driven one, with the exception that there has been more consideration placed on interactive components to enhance the learning. There is also a greater use of visuals in general (graphics, charts, diagrams), all of which are likely to have an interactive aspect. Simulation Simulation e learning is highly interactive and relies heavily upon graphics, video, audio and gamification. Importantly, there are often custom simulations to aid in learning acquisition, which could very well include 3D components. New software training is an example of a course that often includes a high degree of interactivity and simulations

Differences between E-learning and M-learning

Differences between E-learning and in-person learning

How do I do to deliver e-learning and m-learning?

Explore Instructional Design

Instructional Design

It is the process by which learning products and experiences are designed, developed, and delivered. These learning products include online courses, instructional manuals, video tutorials, learning simulations, etc. Instructional designers are the 'architects' of the learning experience . The terms instructional design, instructional technology, learning experience (LX) are sometimes used interchangeably. Below are a few instructional design definitions from various sources.

Which learning theories inform Instructional Design best?

Which learning theories should I choose to best suit the needs of my target audience in e-learning and m-learning settings?

3 ¿Qué modelos teórico-conceptuales subyacen en la integración de educación y tecnología digital?

3 ¿Qué modelos teórico-conceptuales subyacen en la integración de educación y tecnología digital?

3 ¿Qué modelos teórico-conceptuales subyacen en la integración de educación y tecnología digital?

3 ¿Qué modelos teórico-conceptuales subyacen en la integración de educación y tecnología digital?

What should I bear in mind when designing instructional material? Any steps?

ADDIE vs SAM

ADDIE

ADDIE

ADDIE

ADDIE

ADDIE

ADDIE

ADDIE

SAM

SAM

BACKWARD DESIGN ANYONE?

BACKWARD DESIGN ANYONE?

I'M STILL CONFUSED ABOUT ADDIE AND SAM. WHICH TOXIC RELATIONSHIP SHALL I GO FOR? CLICK ON THE IMAGE BELOW TO FIND EXTRA HELP!

What should I bear in mind when I want to break up my instructional design virtual learning objects?

4- Herramientas teórico-prácticas para desarrollar objetos virtuales de aprendizaje - Desde el cognitivismo hasta el aprendizaje situado y personalizado-

4- Herramientas teórico-prácticas para desarrollar objetos virtuales de aprendizaje - Desde el cognitivismo hasta el aprendizaje situado y personalizado-

4- Herramientas teórico-prácticas para desarrollar objetos virtuales de aprendizaje - Desde el cognitivismo hasta el aprendizaje situado y personalizado-

4- Herramientas teórico-prácticas para desarrollar objetos virtuales de aprendizaje - Desde el cognitivismo hasta el aprendizaje situado y personalizado-

4- Herramientas teórico-prácticas para desarrollar objetos virtuales de aprendizaje - Desde el cognitivismo hasta el aprendizaje situado y personalizado-

This is all quite compelling!

How do I go about drafting objectives for my virtual learning objects?

I need further help!

How do I go about creating experiences for my virtual learning objects?

I still need further help!

I still need further help!

14 consejos prácticos

para la enseñanza remota y/o virtual ¡ te le mides a un pacman quiz !

¡Aquí los 14 consejos prácticos para tener en cuenta en el diseño de experiencias de aprendizaje!

¡Aquí los 14 consejos para tener en cuenta en el diseño de experiencias de aprendizaje!

4- De lo cognitivo a lo personalizado

4- De lo cognitivo a lo personalizado

4- De lo cognitivo a lo personalizado

4- De lo cognitivo a lo personalizado

4- De lo cognitivo a lo personalizado

Bloom's taxonomy to create online learning objects

Mejores herramientas en linea para hacer presentaciones y diapositivas

A storyboard is like a blueprint for your eLearning course / virtual learning object

Storyboard...anyone?

Intrigued?

Survey Tools Survey tools are crucial for user research before and after course creation. The pre-training survey can help define the learning goals and understand learners’ expectations. The post-training survey is a final step that will help you identify which activities learners enjoyed most, what they struggled with, and how much they learned. If you have an authoring tool, you can create surveys right in your course builder.

Audio Tools & Samples Introducing audio into training is a great way to engage learners and keep them involved in the process. We’ve compiled a few tools that will help you create first-rate audios for your eLearning courses. And as a bonus, we will review a service where you can find free music tracks.

Watson Text to Speech It automatically converts written text into natural-sounding audio. This service is a great solution for instructional designers who don’t want to voice over courses themselves or hire a professional voice actor. It’s available in 13 voices across 7 languages. Cost: You can convert 10,000 characters per month for free.

Video Tools Training videos are much more engaging than manuals and even simple slides. With the video creation software here, you can record screencasts, talking head videos, and presentations with a voice recording explaining the content.

Image & Photo Sharing Platforms 1 If you don’t want to create graphics on your own, you can take ready-made pictures from photo sharing platforms.There’s a vast variety of high-quality beautiful images, vector graphics, and art illustrations there, which will help you make your eLearning content more engaging

Image & Photo Sharing Platforms 1 If you don’t want to create graphics on your own, you can take ready-made pictures from photo sharing platforms.There’s a vast variety of high-quality beautiful images, vector graphics, and art illustrations there, which will help you make your eLearning content more engaging

Image & Photo Sharing Platforms 2 If you don’t want to create graphics on your own, you can take ready-made pictures from photo sharing platforms.There’s a vast variety of high-quality beautiful images, vector graphics, and art illustrations there, which will help you make your eLearning content more engaging

PHOTOCOPAIt is the best way to make a photo inspired color palette. Load up your own photo from anywhere on the web and add it to the gallery for others to use as inspiration or keep it private for only your use.

Remove is a free service to remove the background of any photo with a single click.

5- Herramientas en línea para las habilidades de comunicación

Lectura writing écoute habla

Lecturahttps://readlang.com/ https://www.newsinlevels.com/ https://rewordify.com/

Writing https://www.telescopictext.org/http://www.hemingwayapp.com/ https://www.inklestudios.com/inklewriter/

écoutehttps://listenwise.com/https://breakingnewsenglish.com/https://swiftscribe.ai/

hablahttps://toontastic.withgoogle.com/ https://www.texthelp.com/en-us/products/fluencytutor/https://youglish.com/pronounce/mischevous/english?

Las mejores herramientas para la gamificación

Gamification best tools

Gamificación/Ludificacion

On définit la gamification (ou ludification) comme le transfert des mécanismes de jeu à d’autres domaines notamment les sites web, les situations d’apprentissage, les situations de travail ou les réseaux sociaux. Son objectif est l’augmentation de l’acceptabilité et l’usage d’applications en s’appuyant sur la prédisposition humaine au jeu (Zichermann 2011). Pour (Kim 2000), la gamification se résume à cinq caractéristiques principales : collectionner, gagner des points, intégrer un mécanisme de rétroaction, encourager les échanges entre joueurs et permettre la personnalisation du service. Le processus de gamification s’effectue en insérant des mécaniques et dynamiques spécifiques au jeu dans un système de vie réelle :

• les points qui permettent la gratification ; • les niveaux qui permettent l’obtention de statut ; • les challenges qui permettent la réalisation ; • les badges stimulant la créativité ; • les classements pour créer la compétition ; • le don ou l’échange pour favoriser l’altruisme.

Gamificación/Ludificacion

LA PÉDAGOGIE PAR LE JEU Comment remettre les apprentissages en jeu ?

Changer les systèmes : La Gamification

6- Acceso a un sistema de gestión de aprendizaje

https://app.schoology.com/course/2648187396/materialsCódigo: C944-TV5W-2HXKG