Research

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What is the impact of avatar mouth movement and lip synchronization on learning?

A recent search of academic databases turned up a hole in the knowledgebase. For learning professionals who are currently developing avatars for use in eLearning projects – the question of whether there is any learning impact from the presence (or absence) of avatar mouth movements is not answered yet. If you are aware of research … Continue Reading

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Practical Applications of Research: Twitter for Learning Survey Results

The Responses fall into three major groups: How we (learning professionals) are using Twitter in general; how we use Twitter for teaching and learning; and workplace awareness and attitudes toward Twitter.

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What learners hate about virtual world learning

Now, we explore some specific examples of what can go wrong and prevent your learners from focusing on their objectives. By far, the largest source of issues for the 300+ learners in my study was the SL platform itself.

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Making the virtual world learning experience better

The top recommendations for improvement from the 300+ participants I surveyed focused on having more 3D models, having more instructional videos similar to the ones in the experiment as part of the course, having the choice whether or not to use Second Life (SL) and getting more help learning to use it.

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Practical Applications of Research: Using Twitter for learning. Can we? Should we? How?

This issue of PAR gathers up some of the recent ideas and anecdotes offered by our peers in the field as a means of opening a healthy discussion about using Twitter, or other microblogging tools, to facilitate always-on collaborative learning.

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About eLearning Future

eLearningFuture provides comprehensive information about the design, development, deployment and evaluation of eLearning using today’s and tomorrow’s innovative emerging technologies. We focus on both what is currently proven to work, and technologies that show promise.
Our concentration areas currently include (but are not limited to): virtual worlds and environments, social learning platforms that include technologies such as blogs and wikis, and mobile or micro learning.

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