Able activity Based Learning and Entertainment: Lifelong Learning Challenges in the Digital Age



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Contents


1.0 ABOUT THE ABLE PROJECT 4

2.0 THE USAGE OF E-LEARNING IN VOCATIONAL EDUCATION AND TRAINING (VET) 5

2.1 The History And Development Of E-Learning 5

2.2 How Prevalent Is Online Education 6

2.3 Online Learning Platforms Used 6

2.4 Which Universities Use E-Learning In Addition To Face-To-Face Learning 6

2.5 Virtual Universities That Provide Certification On E-Learning 7

2.6 Hindrances to the Usage of E-Learning 7

2.7 Is E-Learning Economical Or Not? 8

2.8 Different Institutions That Use E-Learning 8

2.9 Efforts To Promote E-Learning 8

2.10 Pros And Cons Of E-Learning 9

Pros: 9

Cons: 9


3.0 NEW TRENDS IN ICT AND ENTERTAINMENT BASE EDUCATION AND GAMING, SIMULATION AND M-LEARNING 11

3.1 Why Use Computer Games For Learning? 11

Computer Games Engage 11

Three Reasons Why Computer (I.E. Digital) Games Engage 11

3.2 New Trends in ICT And Entertainment Base Education And Gaming, Simulation And M- Learning 12

Poland 12

Turkey 12

Italy 13


Austria 14

Portugal 16

Bulgaria 16

4.0 ADVANTAGE OF THE INNOVATIVE IT FOR DISABLED AND HOW THE DISABLED CAN USE 17

4.1 Review Of The Policy And Legacy 18

4.2 Benefits Of Implementing New Technologies For People With Disabilities 19

4.3 Projects And Initiatives Concerning IT For Disabled 20

4.4 What Are New Technologies Used For Supporting Disabled? 21

Technologies for vision impaired people 21

Technologies For Hearing Impaired 22

Technologies For People With Mental Disabilities 23

Technologies for People with Physical Disabilities For Computer Access 23

4.5 Free Software 23

5.0 HOW PARTNERS INTEGRATE E-LEARNING & ICT TECHNOLOGIES 25

Portugal - University of Évora 26

UK – Staffordshire University 26

Poland – Danmar Computers 26

Italy – Polo Informatico Ltd. 27

Bulgaria - Citizens for Public Initiatives St. Peter and Pavel 27

Austria – Club Life Long Learning 27

Turkey - Cukurova Ilce Milli Egitim Mudurlugu, Niksar Ilce Milli Egitim Mudurlugu & Muradiye Kız Teknik ve Meslek Lisesi 28

5.1 Similarities & Best Practices 28

5.1 Technologies Commonly Used 29

6.0 GOOD PRACTICE IN ICT FOR TEACHER TRAINING 29

6.1 The History (Development) Of Using ICT For Teacher Training 30

6.2 Review Of The Using ICT For Initial Teacher Training And Teacher Development ( In-Service Training) 31

6.3 Good practices for ICT based teacher training 32

References 34

Appendix A: Projects Partners 35

Appendix B : PHOTO ALBUM 44












1.0 ABOUT THE ABLE PROJECT


This project partnership aimed to share knowledge and good practises in the field of the most modern and effective ways of teaching/learning with using innovative IT and multimedia technologies focusing on e-learning, m-learning, gaming and simulation.

  




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