The module will provide a short overview of some of the most commonly used tools for creativity encouragement.
The module will focus on the following tools:
• Autodesk SketchBook
The module will give short presentation of each app as well as instructions on how it could be used in a creative thinking process.
How can we use multimedia content to make learning more effective? The traditional approach to teaching in higher education tends to limit learners to reading texts, listening to lectures and discussing ideas in seminars. However, we learn better, and are more interested in learning tasks, when information is presented in diverse ways – so why not try something different?
This training material focuses on the generic introduction of the concept of e-learning process in higher education.
This topic presents an up-to-date selection of collaborative educational online instruments that can facilitate the interactions between the participants of online classes and that can be used as part of the pedagogical methodology.
This training module focuses on communication strategies in e-learning process for higher education.
A screencast is a digital video recording of a user's desktop or screen that includes narration that is either recorded in real-time or is added later. To enable viewers to closely mimic the tutor's or narrator's actions, it is frequently done as a video tutorial. Similar to the phrase "screenshot," a screencast is a complete video recording as opposed to a screenshot, which is merely a single image of the contents of a computer screen.
The module will provide a short overview of some of the main creativity technics & how they can be applied in hybrid environment.
Cooperation is the basis for success in the educational process. It has a significant impact not only on its effectiveness, but also on motivation, pace of action and the possibility of consolidating the acquired knowledge and skills.
This training material focuses on LMS inclusion in the e-learning process for higher education.
This training material focuses on gamification inclusion in the e-learning process for higher education.
This training material focuses on the existing approaches for hybrid/online education process in higher education.
Finding research on the value of student engagement doesn't take very long. Simply put, a student's level of engagement determines whether they succeed or fail in their education. It is undeniable that students who are more engaged perform better, they are more likely to succeed in their objectives and have fun doing it. In order to increase students' engagement, communication and technology-based empowerment are essential.