By Dionysios Politis
Instruments of information comparability and research are serious within the box of archaeology, and the mixing of technological developments resembling geographic info platforms, clever platforms, and digital truth reconstructions with the educating of archaeology is essential to the powerful usage of assets within the box.
E-Learning Methodologies and computing device purposes in Archaeology offers cutting edge tutorial methods for archaeological e-learning in line with networked applied sciences, offering researchers, students, and execs a entire worldwide viewpoint at the assets, improvement, software, and implications of knowledge conversation know-how in multimedia-based academic services and products in archaeology.
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Additional info for E-Learning Methodologies and Computer Applications in Archaeology
AddiTionaL reading Pelgrum, W. (2001). Obstacles to the integration of ICT in education: Results from a worldwide educational assessment. Computers & Education, 37(2), 163-178. Abowd, G. (1999). , & Patel, T. (2006). Exploring a joint model of conventional and online learning systems. E-service Journal, 4(2), 27-46. 0 Politis, D. (2006). Introduction: E-learning trends in Archaeology. In C. ), Open and distance learning (ODL) strategies. Athens: Klidarithmos Publications. Politis, D. ). (2006).
A smart environment can, on its own, collect, evaluate and handle information regarding the state of the space and its objects and adapt to the preferences and intentions of its inhabitants, so as to enhance their interactions and living experiences. ) The development of ubiquitous computing and smart environments may bring multiple benefits to e-learning. Design principals and technologies of ubiquitous computing can be applied to technological classrooms and labs; besides, learning is a ubiquitous endeavour and state of mind.
Users of a wiki are able to review and undo changes to the text, and also access its older versions. org). These novel Internet applications have the additional advantage of extreme usability and accessibility. On most cases they are free of charge, they are operated through a simple Web browser and do not require special technical skills, which contributes to their appeal to people of all ages and social classes. 0”—was based primarily on passive access to content, which someone else, usually a professional, created and published (“push technology”), the current trend facilitates the creation, assimilation and distribution of information and knowledge.