Icool2007: Difference between revisions

The educational technology and digital learning wiki
Jump to navigation Jump to search
 
Line 1: Line 1:
#REDIRECT [[Help:ICOOL 2007 workshop on educational modeling languages]]
<pageby nominor="false" comments="false"/>
 
This page indexes [[User:Daniel K. Schneider|Daniel K. Schneider]] contributions to ICOOL 2007, the 3rd International Conference on Open and Online Learning. [[TECFA]] is a partner organization.
 
 
; [http://icool.uom.ac.mu/2007/ ICOOL 2007]
: 3rd International Conference on Open and Online Learning
: Pedagogical Scripting for Open and Distance Learning (ODL)
: 11-14 June 2007, Hotel Equatorial, Penang, Malaysia
: Organised by the VCILT, University of Mauritius in partnership with the School of Distance Education, Universiti Sains Malaysia
 
 
; Contributions
 
* [[Help:ICOOL 2007 workshop on educational modeling languages | Preconference workshop on educational modeling languages]]
 
* [[Help:ICOOL 2007 e-learning 2.0 talk]]s
: E-learning 2.0 can be defined in terms of "learning as a network phenomenon". This includes shared user-generated contents (eg. Wikipedia), use of social networks, presence in virtual on-line communities, mashups of information feeds and other "web 2.0" services and finally personal learning environments.

Revision as of 10:39, 7 June 2007

<pageby nominor="false" comments="false"/>

This page indexes Daniel K. Schneider contributions to ICOOL 2007, the 3rd International Conference on Open and Online Learning. TECFA is a partner organization.


ICOOL 2007
3rd International Conference on Open and Online Learning
Pedagogical Scripting for Open and Distance Learning (ODL)
11-14 June 2007, Hotel Equatorial, Penang, Malaysia
Organised by the VCILT, University of Mauritius in partnership with the School of Distance Education, Universiti Sains Malaysia


Contributions
E-learning 2.0 can be defined in terms of "learning as a network phenomenon". This includes shared user-generated contents (eg. Wikipedia), use of social networks, presence in virtual on-line communities, mashups of information feeds and other "web 2.0" services and finally personal learning environments.