Pedagogical Designs for Generation of Contents for the Community

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Date
2010-11
Authors
Saxena, Anurag
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Abstract
When one talks about growth of technology applications in education, one normally asks a question: we are moving towards what? Probably the appropriate answer is, towards a convergence point of technologies & what is that? The answer is, towards a Virtual Reality i.e. a "virtual classroom" & what is a virtual classroom? The answer is, where the distance between the teacher and the taught is nil. And finally, how one can make the distance nil? The answer is by generating good e-contents and by making them available to all those who wish to learn. E-contents are basically a package that satisfies the conditions like i.e. minimization of the distance, cost effectiveness, user-friendliness and adaptability to local conditions. As per www.answers.com, we can define e-content as follows // E-content: digital content that can be transmitted over a computer network such as the Internet. // Digital content: Products available in digital form. It typically refers to music, information and images that are available for download or distribution on electronic media. // According to Webster dictionary, "pedagogy" refers to the whole context of instruction, learning, and the actual operations involved therein. So our task in this section would be to define how to develop strategies so that the e-content that we offer our students come good with respect to the context of instruction as well as learning. It would also entail the operations i.e. the accessibility, acceptability and user-friendliness of these contents. In this section, we discuss various pedagogies involved in generation of e-content. We have further talked about various types of educational contents that are suitable for treatment as e-content.
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Community Development, Quality Assurance, Learning for Sustainable Development, Teaching and Learning Methods
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Global
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