Best E-Learning Platforms for Blended Learning in Higher Education

IF 0.2 Q4 EDUCATION & EDUCATIONAL RESEARCH
K. Dimitrov, E. Kovatcheva
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Abstract

Over the past ten years or so both companies and academic institutions have made significant steps towards either adopting an e-learning infrastructure or upgrading the systems already being used. During the past few years, we witnessed an incredible proliferation of Learning Management Systems (LMS’s) and the number of features they offered and a strong push towards a blended-based learning approach to training and education. This paper deals with the comparison and presentation of the most popular LMS’s currently available on the market. In our research, we strove to not only summarize the most important information about the big players in the world of blended learning today, but to also direct the readers to the right questions they need to be asking when researching their options. Before a company or an academic institution can make an educated decision as to which system will work best in its case, it needs to carefully consider several important questions — it must decide on its budget, its expectations, its audience, the requirement for specific features, as well as why it needs an LMS in the first place. The effectiveness of gamified learning systems has been extensively researched and consistently praised for its immense positive effect on learners’ motivation and engagement. We firmly believe that in the years to come, gamification will transform both corporate and academic training and that is why, in our research, we paid special attention to any existing system gamification features or ones that may be in development. Introducing game dynamics into an LMS results in numerous benefits and is a sure bet for the future of blended learning.
高等教育中混合式学习的最佳电子学习平台
在过去十年左右的时间里,公司和学术机构在采用电子学习基础设施或升级现有系统方面都取得了重大进展。在过去的几年里,我们目睹了学习管理系统(LMS)的惊人增长,它们提供了大量的功能,并有力地推动了基于混合学习方法的培训和教育。本文对目前市场上最流行的LMS进行了比较和介绍。在我们的研究中,我们不仅努力总结当今混合式学习世界中最重要的参与者的信息,而且还引导读者在研究他们的选择时需要提出正确的问题。在公司或学术机构做出一个有根据的决定,即哪个系统最适合它的情况之前,它需要仔细考虑几个重要的问题——它必须决定预算、期望、受众、特定功能的需求,以及为什么它首先需要LMS。游戏化学习系统的有效性已经得到了广泛的研究,并因其对学习者的动机和参与度的巨大积极影响而受到一致好评。我们坚信,在未来的几年里,游戏化将改变企业和学术培训,这就是为什么,在我们的研究中,我们特别关注任何现有的系统游戏化功能或可能正在开发的功能。将游戏动态引入LMS会带来许多好处,并且是混合学习未来的必然选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Mathematics and Informatics
Mathematics and Informatics EDUCATION & EDUCATIONAL RESEARCH-
自引率
50.00%
发文量
40
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