Design of Learning Activities – Pedagogy, Technology and Delivery Trends
DOI:
https://doi.org/10.4108/el.1.4.e5Keywords:
computer-based teaching-learning systems, learning design scenarios, teaching-learning activities, educational tools, design tools, ontologiesAbstract
There are many questions that must be addressed in the design of teaching-learning situations/scenarios. They include: how to adapt content/activities to learner´s specific needs; how to plan corrective feedback; how to fit teaching-learning-assessment techniques to a specific educational context; how to choose the educational tools more appropriate to a teaching-learning-assessment method; how to choose a language to express a pedagogical model; how to adequate the teaching-learning-assessment activities deployment to a specific educational format (distance, face-to-face or blending learning). Currently, educators, teachers included, are faced with those questions and therefore the development of teaching-learning systems is vital to help them in the design of learning situations in order to alleviate their burden in preparing lessons or teaching-learning activities. This paper presents an overview of a set of mechanisms that can help educators taking informed decisions when designing teaching-learning scenarios. To this end, a survey of the most relevant computer-based teaching-learning systems since 1960 along with developments in the learning and the instruction domains are presented. In addition, reflections on educational material design, teaching-learning activities more specifically, are also introduced. Those considerations aim at bridging the gap between relevant theoretical aspects and the teachers’ daily activities in the design of teaching-learning scenarios. Finally, this paper introduces our proposed model for automatic recommendation of teaching-learning techniques to support teachers in designing of teaching-learning activities.
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This is an open-access article distributed under the terms of the Creative Commons Attribution CC BY 4.0 license, which permits unlimited use, distribution, and reproduction in any medium so long as the original work is properly cited.