Though we are still connected, in fact, more connected, within the realm of the digital learning spaces, there is an undeniable abstraction of both information and relationship that comes with the lack of face-to-face interaction. As we lose opportunities of real-time engagement, this abstraction can prove detrimental to learning. The importance of information literacy— an ability to conduct research and apply critical thinking—within digital learning spaces requires us to understand if and how students are connecting to the information and to one another within these spaces. Connection within a shared space becomes the commonality for students in a digital classroom. Meeting synchronously (should) strengthen this commonality, just as it do...
Our _x001E_exploratory research involving information and communications technologies (ICTs) which e...
In her Conversational Framework, Diana Laurillard characterises learning as an iterative relationshi...
New learning tools, media and technologies, such as computer games, mobile devices, web services and...
While teaching in digital contexts creates new opportunities for students and instructors, making th...
The nexus between digital technologies, engagement and learning is often cited as being correlationa...
This article summarizes the developments, methodological design, and some of the theories framed wit...
To crib a note from John Naisbitt, students today are drowning in information, but starving for know...
Recent research on motivation makes it clear that for students to be successful, they have to value ...
This research focuses on exploring the factors which relate learner engagement with E-Learning.It tr...
Recent research on motivation makes it clear that for students to be successful, they have to value ...
International audienceThe introduction of digital learning environments in higher education requires...
Education learning communities + Tools Lunt, Thomas James (2016) (Dis)engaging students: the role ...
Engagement refers to a learner\u27s interest in their own learning. Engaged students care about what...
Distance education is not a new phenomenon, distance education had its beginning with correspondence...
New learning tools, media and technologies, such as computer games, mobile devices, web services and...
Our _x001E_exploratory research involving information and communications technologies (ICTs) which e...
In her Conversational Framework, Diana Laurillard characterises learning as an iterative relationshi...
New learning tools, media and technologies, such as computer games, mobile devices, web services and...
While teaching in digital contexts creates new opportunities for students and instructors, making th...
The nexus between digital technologies, engagement and learning is often cited as being correlationa...
This article summarizes the developments, methodological design, and some of the theories framed wit...
To crib a note from John Naisbitt, students today are drowning in information, but starving for know...
Recent research on motivation makes it clear that for students to be successful, they have to value ...
This research focuses on exploring the factors which relate learner engagement with E-Learning.It tr...
Recent research on motivation makes it clear that for students to be successful, they have to value ...
International audienceThe introduction of digital learning environments in higher education requires...
Education learning communities + Tools Lunt, Thomas James (2016) (Dis)engaging students: the role ...
Engagement refers to a learner\u27s interest in their own learning. Engaged students care about what...
Distance education is not a new phenomenon, distance education had its beginning with correspondence...
New learning tools, media and technologies, such as computer games, mobile devices, web services and...
Our _x001E_exploratory research involving information and communications technologies (ICTs) which e...
In her Conversational Framework, Diana Laurillard characterises learning as an iterative relationshi...
New learning tools, media and technologies, such as computer games, mobile devices, web services and...