An application framework of e-Learning system based on Web 2.0

Author(s):  
Bo Song ◽  
Jie Liu
Author(s):  
Peng Lu ◽  
Xiao Cong ◽  
Dongdai Zhou

Nowadays, E-learning system has been widely applied to practical teaching. It was favored by people for its characterized course arrangement and flexible learning schedule. However, the system does have some problems in the process of application such as the functions of single software are not diversified enough to satisfy the requirements in teaching completely. In order to cater more applications in the teaching process, it is necessary to integrate functions from different systems. But the difference in developing techniques and the inflexibility in design makes it difficult to implement. The major reason of these problems is the lack of fine software architecture. In this article, we build domain model and component model of E-learning system and components integration method on the basis of WebService. And we proposed an abstract framework of E-learning which could express the semantic relationship among components and realize high level reusable on the basis of informationized teaching mode. On this foundation, we form an E-learning oriented layering software architecture contain component library layer, application framework layer and application layer. Moreover, the system contains layer division multiplexing and was not built upon developing language and tools. Under the help of the software architecture, we could build characterized E-learning system flexibly like building blocks through framework selection, component assembling and replacement. In addition, we exemplify how to build concrete E-learning system on the basis of this software architecture.


Author(s):  
Rakshak Jain ◽  
Akhilesh K. Singh

Success of any web product and application relies upon how thoughtfully and wisely technology has been implemented for developing and deploying that product – be it e-commerce product or e-learning product. Alongside pedagogy, application of appropriate technology is the important determinant for an effective and engrossing learning experience of any e-content or e-learning system. To understand the proper utilization of IT strategies for e-content development, the qualitative method of research has been used in this study by which content analysis has been done on the interviewed data, gathered from the IT professionals, with the help of Atlas.Ti software. The findings of this study suggest how web technology can be deployed for e-content in the five identified stages, namely – programming language, web application framework, presentation/design, content creation and server-side technology including cloud storage. For this, a comprehensive technical guideline along framework for e-content development and deployment has been formulated.


2018 ◽  
Vol 2 (4) ◽  
pp. 48-52
Author(s):  
Harizah Jasin ◽  
Mahfudzah Othman ◽  
Nurzaid Muhd Zain ◽  
Mohd Nizam Osman

The main objective of the proposed framework that combines gamification and open learner model is to increase students’ engagement in learning programming via virtual computer environ ment, thus enabling them to learn cooperatively and helps them to increase awareness of their own performance. The framework proposed the development of an e - Learning system that includes gamification elements such as the users’ level and leaderboard to di splay users’ achievements and rewards. Meanwhile, in order to increase students’ awareness of their own milestone in the programming course, the framework also included the Open Learnel Model, which shows the students’ milestones via the skills meters. T his project also proposed the use of Web 2.0 elements such as chat rooms to allow collaboration and group discussions over the Internet.


2014 ◽  
pp. 1089-1107 ◽  
Author(s):  
Najat Smeda ◽  
Eva Dakich ◽  
Nalin Sharda

The purpose of this chapter is to present the vision of a framework for developing Web 2.0 tools for collaborative learning using digital storytelling as the underlying pedagogical model. Storytelling can be used as a pedagogical tool to enhance learning outcomes across the curriculum, and digital storytelling is its new manifestation, as it can be used to enhance collaboration and creativity when learning in the classroom. A number of story development models have been created in recent years to help educators achieve better outcomes with digital storytelling. This chapter shows how, by creating an innovative e-Learning system based on Web 2.0 tools, a constructivist learning environment for knowledge remixing, sharing, and reusing through digital storytelling is also created.


Author(s):  
Najat Smeda ◽  
Eva Dakich ◽  
Nalin Sharda

The purpose of this chapter is to present the vision of a framework for developing Web 2.0 tools for collaborative learning using digital storytelling as the underlying pedagogical model. Storytelling can be used as a pedagogical tool to enhance learning outcomes across the curriculum, and digital storytelling is its new manifestation, as it can be used to enhance collaboration and creativity when learning in the classroom. A number of story development models have been created in recent years to help educators achieve better outcomes with digital storytelling. This chapter shows how, by creating an innovative e-Learning system based on Web 2.0 tools, a constructivist learning environment for knowledge remixing, sharing, and reusing through digital storytelling is also created.


2021 ◽  
Author(s):  
Alessandro Mantelli

4.1. Perché è importante l’experience design per l’e-learning? – 4.2 Perché è importante il Web 2.0 per l’e-learning? – 4.3 Strategie di embodiment in un prodotto e-learning. La learner experience. – 4.3.1 Il tempo nella relazione utente - artefatto digitale. – 4.3.2 Minimizzare i tempi di attesa. Tempo reale, percezione e tolleranza. – 4.3.3. Design collaborativo sostenibile: minimizzare i tempi di gestione e di inserimento contenuti. – 4.3.4 Sostenibilità e manutenibilità del software. Embodiment nel lungo periodo. – 4.3.5 Affordance e signifier nella pratica del Web design. – 4.3.6 Utenti e interfacce. – 4.4 Da BunpoHyDict a JaLea. – 4.5 JaLea, Your Japanese Learning System! – 4.5.1 JaLea: frontend e struttura. – 4.5.2 JaLea: proposte di utilizzo. – 4.5.3 JaLea: backend. – 4.6 JaLea: modalità di apprendimento attivo tramite esercizi. – 4.6.1 Motivazioni per la progettazione di un prototipo per l’apprendimento dei kanji. – 4.6.2 Realizzazione del prototipo.


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