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Computer-based tools that overcome natural obstacles in the learning process 2

Theme Visualization Part 2:Translating communications- and brain research theory to practice The computer used the right way can overcome natural barriers in traditional classroom education. In addition to visualization and facilitate activity in the computer-based tools, these tools can also work as the activating trigger in the traditional classroom. Communications scholar James E. Gruner argues that the following variables determine whether a group of listeners is activated or not in a teaching situation. – Ability… Continue reading

Computer-based tools to overcome obstacles in the learning process

Visualization Part 1: Translating communications- and brain research theory to practice A computer is designed with the human brain as a model. It includes a sensory system that is a poorer version of the human senses. While the computer’s operating memory (RAM) often can be a more powerful information processor than the working memory of the human brain. The third part is the hard drive that corresponds to human’s long-term memory. These similarities and the… Continue reading

How to use computer games pedagogically

Many teachers, parents and researchers are against computer games, but at the same time they are buying games for their own children. Their friends’ play the games, the marketing from the producers are severe and the computer games are an important part of a growing global cyber-culture. This means that the pupils and students are highly motivated. But how can a teacher transform this motivation into a learning experience? According to recent research 80 percent… Continue reading

The NML-generation speeds the development

The European Parliament and the Council of Ministers present digital competence as one of the key areas to the life-long learning. For the net-generation, defined by OECD as New Millennium Learners (NML), the problem is reversed. This generation grew up with a diversity of digital techniques and can be counted on as digital natives. Their problem is that the educational system too often is not adapted to their prerequisites and habits. NMLs are the generations… Continue reading

Three generations of eLearning

After the decades at the end of the 20th Century programmers ruled almost exclusively over eLearning-development. The result was creative technical solutions that all too often were created at the expense of pedagogy and user-friendliness. And further back, before the IT-boom, the source of electronic learning was recorded tapes where the students should imitate what they heard. So much better with the new pronunciation software that is able to record the user’s voice and compare… Continue reading

A developer’s dilemma: developing history for the future

Developer’s dilemma The difficulty with a puzzle is to find the right piece and place it right, with the goal that a comprehensive picture will emerge for the viewer. This has significant similarities with the development of an eLearning-course. Lots of different pieces can be used, both external and internal to be placed wherever there is a space on the screen. The difference between the work of a puzzle’s taker and an eLearning-developer is that… Continue reading