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From e-learning to games-based e-learning: using interactive technologies in teaching an IS course

机译:从电子学习到基于游戏的电子学习:在IS课程中使用互动技术

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The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.
机译:电子现象深刻地改变了社会的许多方面,并且不可避免地对高等教育产生了相应的影响。电子学习现在已经从边缘教育形式演变为传统的传统面对面教育形式。该术语可以涵盖不同的交付模式,从完全在线交付的课程到提供一些面对面的互动和在线提供的课程。在这个连续体中,交互式技术可以在吸引学习者和提供丰富的学习体验方面发挥重要作用。本文研究了与电子学习相关的电子现象,以及如何使用各种交互式技术(例如可视化和模拟游戏)来丰富具有不同学习风格的学生的学习经验。该理论与使用一系列交互式技术的电子商务硕士研究生课程的信息系统(IS)教学有关。

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