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What is Learning Experience

Handbook of Research on Creating Motivational Online Environments for Students
A course is designed to not only impart knowledge to the learner, but equally important is the engagement of the learner in the experiences associated with learning the new information. This may include interactive activities within the learning environment, formative assessments, summative assessments, and other forms of simulated and real experiences around the focused learning objectives that may be competency-based or capability-based.
Published in Chapter:
Relational Discourse Connects Strength, Weakness, Opportunity, and Threats in Online Course Design: Designing Motivational Collegial Engagement
James Dillard (University of Calgary, Canada) and Caroline M. Crawford (University of Houston-Clear Lake, USA)
DOI: 10.4018/978-1-6684-4533-4.ch007
Online learning environments are a vulnerable space, for learners as well as for course instructors. Online environments are frequently pre-designed spaces in which traditional and non-traditional learning experiences occur, removing the natural ability to pivot and shift the instructional process that is naturally occurring within traditional face to face learning environments. Recognizing this, the importance around course design towards learner engagement and underlying motivational supports become stronger imperatives. The authors come together as instructors, learners, and instructional designers, to discuss the experienced strengths, weaknesses, opportunities, and threats towards motivational collegial engagement in online course design. An aligned Unalome reference supports the progressive journey of motivational collegial engagement, from beginnings of motivational engagement through the path that leads into collegial engagement and future potentials.
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More Results
Finding a Place for a Foreign Language Among Possible Selves
One of the three components of L2 motivational self-system, learning experience is the actual experience of learning a second or foreign language. It includes classroom procedures, textbooks, the teacher, curriculum, and so on.
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Transformative Social and Emotional Learning: Examining Learning Management Systems Through the Pairing of Digital Learning Environments
Educational circumstances that meet the needs of the whole person by emphasizing individual differences.
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Designing STEAM Learning Environments
The series of events and interactions within the comprised with a goal-driven learning process.
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Lost in the Island: A Gamified Experience for Professional Educator Training
Any interaction, course, program, in which learning occurs, regardless of where it takes place.
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Flip-Game Engineering and Technology Methodology
Refers to any interaction, course, program, or other experience in which learning takes place, whether it occurs in traditional academic settings or non-traditional settings, or whether it includes traditional educational interactions or non-traditional interactions.
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Towards the Learning Experience Technology Usability Framework
Feelings, memories and other factors that affect the way an individual learns or approaches learning.
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Carving a Niche for Graduate Employability: Means and Measures
The interaction in which learning takes place that ultimately leads to change in behaviour of the learner.
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