To enhance teachers' performance in designing programmed lessons using educational applications.

By the end of this course, participants will be able to:

        Define programmed electronic education.

        Explain the origins of programmed electronic education.

        Enumerate the historical stages of programmed education.

        List types of programmed electronic education.

        Describe the advantages of electronic education.

        Recognize the significance of programmed electronic education.

        Identify educational software.

        Apply general and specific standards to be considered when designing educational software.

        Understand the objectives of educational software.

        Design software content suitable for the level of learning.

        Measure the learner's interaction with the software.

        Utilize diverse tools to engage the learner's attention.

        Determine the sufficiency and diversity of exercises.

        Design supporting tools within the software.

        Provide feedback in the designed software.

        Program learner control in the software.

        Analyze learner outcomes.

        Design educational software using ONE NOTE.

        Design educational software using the Neerboard (SMART Board).

Course Curriculum

6 Lectures
Module 1 - Theoretical Framework of Programmed E-Learning
  • Icebreaking and Warm-up
  • Introduction to Programmed E-Learning
  • Historical Evolution of Programmed Learning
  • Types of Programmed Learning
  • Advantages of Programmed E-Learning
  • The Importance of Programmed E-Learning
Module 2 - Educational Software
  • Definition of Educational Software
  • General Characteristics of Software
  • General and Specific Standards to Consider in Educational Software Design
  • Identifying Educational Software Goals
  • Adapting Software Content to the Learning Level
Module 3 - Measuring Learner Interaction with Educational Software
  • Measuring Learner Interaction with Software
  • Using Various Tools to Engage Learners' Attention
  • Assessing the Adequacy and Variety of Exercises
Module 4 - Feedback
  • Supportive Tools in Software
  • Providing Feedback in Designed Software
  • Learner Control in Software
  • Analyzing Learners' Results
Model 5 - Educational Applications for Software Design
  • ONEOTE Application
  • Nearpod Application
Module 6 - Lesson Design
  • Designing Narrative Introductions Using Cartoon Concepts
  • Designing Presentations Using Sway
  • Designing Educational Lessons Using Foxi
  • Designing Presentations Using Google Classroom
  • Recording Video with Commentary
  • Learning about the ClassPoint Application
  • Downloading the ClassPoint Application
  • Registering for the ClassPoint Application
  • Designing Diverse Questions Using ClassPoint

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