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Presents the latest research in the field of computers in education and E-Learning
Contains experiences of e-learning in real settings
Wide-ranging, covering the newest standards in E-Learning to the more practical aspects of application
This book contains a selection of contributions presenting the latest research in the field of Computers in Education and, more specifically, in E-Learning. The topics covered range from proposals regarding the newest "de facto" standards in E-Learning - such as IMS Learning Design - to the more practical aspects of the design, i.e. implementations and the actual application of educational tools in real settings. The volume reflects the diverse scenario of the application of computers in the educational field by describing previous experiences and addressing some of the present key issues such as Learning Management Systems as well as more innovative aspects such as personalized or ubiquitous learning.
A history of e-learning: Echoes of the pioneers; LRN: E-Learning Inside and Outside the Classroom: Supporting Collaborative Learning Communities using a Web Application Toolkit study; Educational modelling languages: A Conceptual Introduction and a High-Level Classification; Representing adaptive and adaptable Units of Learning: How to model personalized e-Learning in IMS Learning Design; Schoolsenses@internet children as multisensory geographic information creators; Design and development of digital educational content: Institutional proposals and actions; Applying semantic techniques to integrate electronic course catalogues; Tele-education of the Instruction Dynamic Scheduling using a Web Simulator; Universalizing Chasqui repositories with a flexible importation/exportation system; An approach for modelling interactive and collaborative aspects in CSCL systems; SKC: Measuring the Users Interaction Intensity; SWAD: Web System for Education Support; Towards the Everyday Computing in the Classroom Through RFID; Using Java and C# for educational simulators: the case of Simple-2; Iterative design of Learning Processes; Design by Contract -Based Selection and Composition of Learning Objects; Online evaluation at higher and secondary education: A teaching and learning experience; Game design: an interesting strategy to teach genetic algorithms; Instructional theories to model educational content: a case study.