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HCI Education to Support Collaborative e-Learning Systems Design

Published: 01 September 2010 Publication History

Abstract

Anytime, anywhere e-learning, requires tools to support e-learners in the management of their learning objectives and activities. Collaborative e-learning requires tools that support participants as both learners and users (Smulders, 2002). Being users as well as learners, e-learners interact in a complex space which includes the tools, their peers and their e-tutors. Contextual information from the interactions can improve e-learners' awareness, organizational and learning activities. Therefore tools need to support e-learners by exposing the contextual information within the interactional space.

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  • (2024)De la ansiedad al empoderamiento: Impacto del uso de la inteligencia artificial en la percepción de los estudiantes en educación superiorREDU. Revista de Docencia Universitaria10.4995/redu.2024.2200922:2(85-104)Online publication date: 30-Dec-2024
  • (2015)Time Factor Assessment in Game-Based LearningGamification10.4018/978-1-4666-8200-9.ch091(1809-1829)Online publication date: 31-Mar-2015
  • (2014)Time Factor Assessment in Game-Based LearningPsychology, Pedagogy, and Assessment in Serious Games10.4018/978-1-4666-4773-2.ch004(62-81)Online publication date: 2014
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Published In

cover image eLearn
eLearn  Volume 2010, Issue 9
September 2010
EISSN:1535-394X
DOI:10.1145/1858579
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 September 2010
Published in ELEARN Volume 2010, Issue 9

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Cited By

View all
  • (2024)De la ansiedad al empoderamiento: Impacto del uso de la inteligencia artificial en la percepción de los estudiantes en educación superiorREDU. Revista de Docencia Universitaria10.4995/redu.2024.2200922:2(85-104)Online publication date: 30-Dec-2024
  • (2015)Time Factor Assessment in Game-Based LearningGamification10.4018/978-1-4666-8200-9.ch091(1809-1829)Online publication date: 31-Mar-2015
  • (2014)Time Factor Assessment in Game-Based LearningPsychology, Pedagogy, and Assessment in Serious Games10.4018/978-1-4666-4773-2.ch004(62-81)Online publication date: 2014
  • (2014)Interface Design for a Real-Time Collaborative Editing ToolLearning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration10.1007/978-3-319-07485-6_41(417-428)Online publication date: 2014
  • (2012)Interdisciplinary and international adaption and personalization of the metavals serious gamesProceedings of the Third international conference on Serious Games Development and Applications10.1007/978-3-642-33687-4_5(59-73)Online publication date: 26-Sep-2012
  • (2011)Computer-Based Creative Collaboration in Online LearningRevised Selected Papers on New Horizons in Web Based Learning - Volume 769710.1007/978-3-662-43454-3_34(330-336)Online publication date: 8-Dec-2011

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