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Atutor and gamification
Atutor and gamification




atutor and gamification
  1. #Atutor and gamification verification
  2. #Atutor and gamification professional

The lack of organization strategy in the definition of an online learning program, of expert human resources in monitoring the users participation and satisfaction, as well as the problems to deal with in the development and implementation of eLearning projects, among others, are still elements of discussion and resistance to change management. Consider the very recent introduction of gamification techniques now spread, to new methods of Flipped Classroom or Digitized Classroom. In addition, digital technologies for teaching are undergoing profound changes, including social training, mobile learning micro-learning, the recent development of MOOC in academia and business, and more. Currently the interaction with the learner relies on the paradigm of speed and mobility, consequently, on the scarcity of the available time. They are involved in the use of systems and eLearning contents increasingly rapid and far removed from the new emerging trend. Learners include broader age ranges, cultural and social.

#Atutor and gamification professional

The global industry of training and development is complex and changing, and the eLearning approach currently involves all educational scopes, from primary and secondary school to academic education - in turmoil on all eLearning issues - to long life learning aspects up to the professional and business upgrade. Not only with regard to the technological aspects in the development of the systems and also in content management, but even more in the optimization of communication and online teaching models, in deepening cognitive engineering, in delivery typologies and in the defined standards, etc.ĮLearning is in fact a process that combines content, technology and cognitive aspects, closely related to the teaching methodology. The development and dissemination of instruments and didactic methodologies in eLearning area has had a strong acceleration in recent years. The purpose of this paper is to provide a summary of the state of the art of biometric methods applied to current eLearning solutions.

atutor and gamification

Despite this fact, a few approaches have been proposed for eLearning applications. From this point of view, biometric technologies that have the feature of verifying their personal identity without being “stolen” or “lend” can provide a possible solution. Presently are already used various user authentication and identification techniques, such as conventional User ID and password, challenging questions, and some biometric techniques. Currently there is an element of attention, the problem of examination is still to be done in the presence of the teacher in order to be permanently accredited.

#Atutor and gamification verification

In this regard, a critical aspect concerns the User Identity verification and recognition. However, the identity of an individual - in eLearning - has always been the basis of some controversies. In the e-learning there is an ongoing revolution that determines a strong impact on the training system on different fields: methodological, educational, social and technological. Many solutions and platforms have extremely useful and powerful features for the student the innovative methodologies have brought unexpected results to all levels, multiple contexts, and areas of interest. In recent years there has been a huge spread of online learning methods - eLearning - that have allowed learners of any type to enjoy well-structured lessons and articulated training course, with solid teaching methodologies.






Atutor and gamification