online teaching and learning

3 Reasons Why Online Teaching and Learning Can Be Effective

Why Online Teaching and Learning Effective? 

Online teaching is the process of educating others via the internet while artificial intelligence is the future in learning field where it brings the learning process even more engaging, motivating and individualised. The number of searches on Google about teaching online skyrocketed in 2021 – and for good reason. Let’s find out what makes online teaching platforms more and more easy and fun to use.

Learning Blended

Blended Learning is a combination of traditional instructor-led classroom learning and technology-based e-learning to maximise the effectiveness of the learning process. As a result, a person would acquire three basic knowledge and skills such as cognitivism, constructivism and performance support. Cognitivism is concerned with understanding the way in which the human mind works (Cognitive Behaviour) in relation to the various mental states in which it can exist. Constructivism deals with how individuals develop knowledge as a result of various experiences to which they are exposed. The performance-support is more concerned with the development of skills (both physical and cognitive) and how different types of performance aid can be developed in order to overcome fundamental human limitations.

LMS (Learning Management System)

Learning Management System is a comprehensive software application that is used to plan, implement and assess a specific learning process. It consists of two elements: a server that performs the base functionality and a user interface that is operated by instructors’ students and administrators. Edulive served as a catalyst in blended learning, it is beneficial to a wide range of organisations including higher educational institutions and corporations. Edulive can be used to gather, organise sharing and analysis of an organisation’s knowledge in terms of resources, documents and people skills.

Gamification Education

Gamification is generally used to denote the application of a game mechanism in a non-gaming environment with the aim of enhancing the processes and the experiences of those involved. In recent years, gamification appeared to be in an emerging trend in many sectors, including businesses, organisational management, in-service training, health, social policy, and education. Gamification is adopted in different contexts and for a variety of purposes. Gamification in LMS will promote student performance, their engagement in the courses and most importantly, problem solving skills.

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