Gamification in e-learning courses
Gamification is the concept of applying game-design characteristics (such as rewards, score, challenges, tasks, missions, avatars, etc) to non-game applications and situations.
Gamification is the concept of applying game-design characteristics (such as rewards, score, challenges, tasks, missions, avatars, etc) to non-game applications and situations.
SQLearn will exhibit at Posidonia 2016, 6-10 June 2016 at Metropolitan Expo Centre SQLearn was founded in 2006 and is a specialized provider of e-learning services. SQLearn provides a web based e-learning system specifically designed for the shipping industry, helping crews to access training content and assessments from ashore and from vessels. SQLearn designs and…
3D animation is the digital three-dimensional display of images, the movement of which adds a vivid, realistic and at the same time entertaining tone to the final outcome, as it is reminiscent of cartoons and digital games. It is considered as a powerful learning tool.
SQLearn’s vLMS is a web based e-learning system specifically designed for providing learning material and management of the e-learning courses in the shipping industry. vLMS can be used from any modern PC and it helps familiarizing the crew as well as the commander with the ship but also with the daily procedures of the ship. The technology used in vLMS allows seamless use in conditions with low internet connection speed or no internet connection at all. The vLMS system is a specialized solution for e-learning for the shipping industry.
SQLearn received best educational app award at Infocom Apps Conference held in February 12 in Caravel Hotel in Athens.
In this TED Talk Daphne Koller is enticing top universities to put their most intriguing courses online for free — not just as a service, but as a way to research how people learn.
When it comes to elearning course development there are a number of options available depending on your needs and budget. Some of the most popular options are presented in this post
SQLearn organized a workshop in order to evaluate the social game developed in the P4I project.
TheLMSapp puts an entire Learning Management System (LMS) at your fingertips, eliminating the need for a desktop or a laptop computer.
The majority of internet users will eventually—soon!—connect to our content with mobile devices first. Compared to 2011, consumers now spend 54 percent more time with their connected devices, 49 percent more time talking and texting, and 29 percent more time watching videos on their mobile devices.
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