The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Article

e‑Learning Success Model: an Information Systems Perspective  pp62-71

Anita Lee-Post

© May 2009 Volume 7 Issue 1, Editor: Shirley Williams, pp1 - 85

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Abstract

This paper reports the observations made and experience gained from developing and delivering an online quantitative methods course for Business undergraduates. Inspired by issues and challenges experienced in developing the online course, a model is advanced to address the question of how to guide the design, development, and delivery of successful e‑learning initiatives based on theories of a user‑centered information systems development paradigm. The benefits of using the proposed model for e‑learning success assessment is demonstrated through four cycles of action research after two action research cycles of pilot study. Findings from our empirical study confirm the value of an action research methodology for promoting e‑learning success. The paper concludes with a discussion on the merits of the proposed model in furthering our understanding of how to define, assess, and promote e‑learning success.

 

Keywords: e-learning success, e-learning assessment, action research, information systems success model

 

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Journal Article

Using Social Media to Support the Learning Needs of Future IS Security Professionals  pp29-38

Karen Neville, Ciara Heavin

© Feb 2013 Volume 11 Issue 1, ECGBL, Editor: Patrick Felicia, pp1 - 79

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Abstract

The emergence of social media has forced educators to think differently about the way learning occurs. Students and practitioners alike are using new technologies to connect with peers/colleagues, share ideas, resources and experiences for extracurricular activities. The social business gaming platform considered in this study leverages the social networking concept (an activity that all students actively participate in) in an academic environment. The primary objective of this technology is to foster a sense of ‘thinking outside the box’ and analytical ability through a medium that is widely accepted by students and graduates who have entered the workplace. Both the environment and problems are developed to adapt to suit any academic course from conducting research to proposing business solutions. This study was undertaken in order to develop information systems security (ISS) skillsets through the creation and facilitation of social business gaming, which allowed students to measure their performances of understanding as part of their on‑going learning. The online business game required students to apply what they have learned to problem situations and to further develop their understanding of ISS topics. The problems posed required that the learners had to prove that they understood the material being taught in the traditional lecture and could apply what they had learned in an online environment. The on‑going assessment component of the gaming network was used not just as an assessment for grades but also as a learning tool. This research focuses on a group of final year undergraduate students completing Bachelor of Science in Information Systems (IS). The online social game was utilised as part of the continual assessment process to evaluate group interaction, role‑playing, competition and learning in an ISS assignment.

 

Keywords: social media technology, social business gaming, digital game-based learning, DGBL, information systems, IS, information systems security, ISS, and student assessment and learning

 

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Journal Issue

Volume 11 Issue 1, ECGBL / Feb 2013  pp1‑79

Editor: Patrick Felicia

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Editorial

Special ECGBL 2012 issue of EJEL

 

The papers in this special issue of The Electronic Journal of eLearning have been selected from the papers presented at The 6th European Conference on Games Based Learning, Cork, Ireland 4‑5th October 2012.

 

This special issue has been edited by Patrick Felicia, Waterford Institute of Technology, Ireland.

 

patrick_felicia 

 

Keywords: blended game-based learning, physically interactive digital games, hero's journey, innovation and change management training, teaching game-based learning, citizenship education, game-based learning, dialogic pedagogy, new media, learning outcomes, social media technology, social business gaming, digital game-based learning (DGBL), information systems (IS), information systems security (ISS) and student assessment and learning, language learning, game-based learning, design for preschool learning, expertise-reversal effect, redundancy effect, fading, adaptable, serious game, fine-tuning system, problem-based learning, scaffolding, ZPD, peer-tutoring, game technology model, platform independent game technology model, serious games engineering, model driven engineering, games based learning, model driven serious games development

 

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