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Using e-learning design patterns to augment learners' experiences

机译:使用电子学习设计模式来增强学习者的体验

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摘要

Designers of e-learning environments need to satisfy a wide range of learners' and teachers' requirements within severe time and resource constraints. Designing usable and pedagogically effective interactive environments in an efficient affordable way is a demanding task, which requires creativity and a significant amount of expertise. The design task needs to be based on past experience and proven best practices. Experiences involve a complex set of psychophysical processes: sensation, perception, apperception, cognition, affection, and sometimes conation (Conole, de Laat, Dillon, & Darby, 2006). Designers need to have vivid insights into the experiences of how learners use e-learning environments, if they want to successfully craft them to support and promote the acquisition of knowledge, skills and attitudes.
机译:电子学习环境的设计者需要在严格的时间和资源约束下满足学习者和教师的广泛需求。以有效的负担得起的方式设计可用的且在教学上有效的交互式环境是一项艰巨的任务,需要创造性和大量专业知识。设计任务必须基于过去的经验和经过验证的最佳实践。经验涉及一系列复杂的心理生理过程:感觉,知觉,知觉,认知,情感,有时甚至顺从(Conole,de Laat,Dillon和Darby,2006年)。如果设计师想成功地使他们能够支持和促进知识,技能和态度的获取,那么设计师就需要对学习者如何使用电子学习环境的经验有生动的见解。

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  • 来源
    《Computers in Human Behavior》 |2009年第5期|997-998|共2页
  • 作者单位

    Department of Signal Theory, University of Valladolid, Communication and Telematics Engineering, Camino del Cementerio s, 47011 Valladolid, Spain;

    CoCo Research Centre, University of Sydney, NSW 2006, Australia;

    Department of Technology Education and Digital Systems, University of Piraeus, 80 Karaoli & Dimitriou 185 34 Piraeus, Greece;

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  • 入库时间 2022-08-18 02:10:56

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