Sebanyak 2664 item atau buku ditemukan

Io. Andr. Gleichi, sereniss. reg. Polon. qva elect. Saxon. Theologi, et ecclesiastae avlae Dresdensis medii, eivsdemqve ministerii senioris Trifolivm Arndtianvm sev B. Ioannis Arndti Tres epistolae hactenvs ineditae, de libris vervm Christianismvm concernentibvs, ad D. Petrvm Piscatorem, theologvm qvondam Ienensem, svb avspicivm svperioris secvli scriptae, nvnc vero primvm in lvcem pvblicam emissae, qvibvs annexa est Pecvliaris epistola D. Ioannis Gerhardi, theologi itidem Ienensis celeberrimi, de eodem libello

_„.. п ._.._ь... ...-„_4 ‚и. 4A . ` 7 -' 1 D ‚ ‹ _ 7 7 Y ' .‚ _ ‚ _ _ v W" "`”.r f”. -Y 1 — '- l С i ъ
" Y ‚ I 7 ' ‚ ' ì I a ` l 7 ‚ 7 . ~ ‚ \ .Y i _: 7 ' v и à n Íê'yî «""` 7 . „t ` f ММ Мат датчане; таз
ЁЬЁЫЬЁЁФ е. _ lòcu'fiońe РЙГЁОРС$10с1Уепс1ш'еЁц1аз maken; ' f ' ШВЕ ...

Managing E-learning

Design, Delivery, Implementation, and Evaluation

"This book provides readers with a broad understanding of the emerging field of e-learning and also advises readers on the issues that are critical to the success of a meaningful e-learning environment"--Provided by publisher.

"This book provides readers with a broad understanding of the emerging field of e-learning and also advises readers on the issues that are critical to the success of a meaningful e-learning environment"--Provided by publisher.

Gamification-Based E-Learning Strategies for Computer Programming Education

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference ...

Control and constraint in e-learning

choosing when to choose

Every learner is on a trajectory, an individual path that involves choices and decisions about where to go next. The innovative thought of e-learning is reaching astronomical proportions and is becoming processed into these trajectories, usually under some sort of constraint. Control and Constraint in E-Learning: Choosing When to Choose answers the questions on how those constraints operate, how learning can be achieved, and particularly the role of education in that process.Control and Constraint in E-Learning: Choosing When to Choose unifies and synthesizes an assortment of theories about learner control, autonomy, self-direction, adult learning for educationalists, e-learning practitioners and e-learning developers. This ground-breaking research provides a theoretical approach to building computer systems to support adults learning via the Internet, existing e-learning environments and how they should be used, the process of education in general, and also offers something for anyone involved in learning and teaching.

Control and Constraint in E-Learning: Choosing When to Choose answers the questions on how those constraints operate, how learning can be achieved, and particularly the role of education in that process.Control and Constraint in E-Learning: ...

E-learning Theory and Practice

In E-learning Theory and Practice the authors set out different perspectives on e-learning. The book deals with the social implications of e-learning, its transformative effects, and the social and technical interplay that supports and directs e-learning. The authors present new perspectives on the subject by exploring the way teaching and learning are changing with the presence of the Internet and participatory media; providing a theoretical grounding in new learning practices from education, communication and information science; addressing e-learning in terms of existing learning theories, emerging online learning theories, new literacies, social networks, social worlds, community and virtual communities, and online resources; and emphasizing the impact of everyday electronic practices on learning, literacy and the classroom, locally and globally. This book is for everyone involved in e-learning including teachers, educators, graduate students and researchers.

This book is for everyone involved in e-learning including teachers, educators, graduate students and researchers.