Technology Enhanced Learning and Education

Technology Enhanced Learning and Education

James Spaulding
Copyright: © 2012 |Pages: 14
ISBN13: 9781613500682|ISBN10: 1613500688|EISBN13: 9781613500699
DOI: 10.4018/978-1-61350-068-2.ch047
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MLA

Spaulding, James. "Technology Enhanced Learning and Education." Encyclopedia of E-Leadership, Counseling and Training, edited by Viktor Wang, IGI Global, 2012, pp. 642-655. https://doi.org/10.4018/978-1-61350-068-2.ch047

APA

Spaulding, J. (2012). Technology Enhanced Learning and Education. In V. Wang (Ed.), Encyclopedia of E-Leadership, Counseling and Training (pp. 642-655). IGI Global. https://doi.org/10.4018/978-1-61350-068-2.ch047

Chicago

Spaulding, James. "Technology Enhanced Learning and Education." In Encyclopedia of E-Leadership, Counseling and Training, edited by Viktor Wang, 642-655. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-61350-068-2.ch047

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Abstract

PC-games, video-games, serious-games, educational games, and on-line-games share learning technology that depends on a conceptual framework of experiential learning. These are forerunners of Technology-Enhanced Learning (TEL) we will exploit in the future in myriad ways. This article examines these phenomena along with their conceptual frameworks as compared with e-learning and other instructional designs. It also offers ideas on how we can prepare future developers to create more effective and meaningful learning tools by integrating playful experiential learning with inter-disciplinary practice. Finally, it briefly discusses the infrastructure needed to expedite such cross-disciplinary practice in research and educational communities to create tools for twenty-first century learning.

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