E-Learn 2019 Saturday, Dec. 9 3:20 p.m. CST
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SIG Meetings & Council Meetings during the Conference
Most Active Discussions View All
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Build Mobile Apps for Your Students and Colleagues Quickly and Easily With Glide
Posted by Mark Probst on Oct. 11, 2019, 4:50 p.m. -
Understanding Design Science Research Through Project-Based Learning
Posted by AACE Conferences on Oct. 14, 2019, 8:08 a.m. -
Tipping the Balance Towards 21st Century Skills Through Peer-To-Peer Learning
Posted by Lisa Spitz on Oct. 14, 2019, 8:08 a.m.
Newest Discussions View All
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Development of a Method and Application to Enhance Seminar-Based Learning by Helping Learners...
Posted by Yoshihiko Kubota on Oct. 16, 2019, 10:32 a.m. -
Instructor Satisfaction With E-Learning
Posted by David Dietrich on Nov. 1, 2019, 3:12 p.m. -
Virtual Learning Through Hofstede’s Individualism and Collectivism Cultural Dimension An...
Posted by Shreyashi Halder on Nov. 1, 2019, 3:51 a.m.
Topics
- (2017) Content Development
- (2017) Evaluation
- (2017) Implementation Examples & Issues
- (2017) Instructional Design
- (2017) Other
- (2017) Perspectives on Mobile Technologies for Learning
- (2017) Policy Issues
- (2017) Research
- (2017) Social & Cultural Issues
- (2017) Standards & Interoperability
- (2017) Tools & Systems
- AI and Student Learning
- Accessibility
- Alternative and Innovative e-Assessment
- Assessment Practices in Cross-Cultural and International Research
- Augmented and Virtual Reality
- Authentic, Contextualized, and Real-World Learning
- Authoring Tools
- Blended Learning
- Case, Scenario, Problem, Project-Based Learning
- Collaborative Learning
- Collaborative Learning
- Collaborative and Cloud Technologies
- Computational Skills
- Contextualized Innovation (accessibility, scalability, usability, & sustainability)
- Course, Program, Project, and Other Forms of Evaluation
- Creativity and Problem Solving
- Developing an Organizational e-Learning Strategy
- Digital Storytelling
- Digital and Social Media for Engaging Youth about Cultures
- Diversity
- E-Learning Benchmarks and Standards
- E-Learning/E-Training
- E-Publishing/Digital Libraries
- Electronic Publishing Tools for E-Learning
- Electronic Survey Tools
- Ethical, Cultural, Historical, and Social Issues in Technology Use
- Evaluating for Quality Improvement
- Faculty Development
- Flexible Learning
- Free and Open Source Software
- Game-Based Learning
- Global Competencies and Perspectives
- Global Courses, Programs, Degrees, and Initiatives
- Government Initiatives and Programs
- Industry-University Partnering
- Innovative Online Learning and Educational Programming
- Learner Analytics
- Learner-Centered, and Self-Directed Learning
- Learning Bots
- Learning Communities
- Learning Technologies for Transformational Change
- Life and Career Skills
- Lifelong, informal, and Nontraditional Learning
- MOOC’s, Open Teaching, and Open Educational Resources
- Mentorship
- Mobile and Ubiquitous Learning
- On-demand and Just-in-Time Learning
- Online Learning Environments
- Open Access Publishing
- Open Education Copyright and Other Legal Issues
- Open Educational Projects, Partnerships, and Consortia
- Other
- Participatory Learning and Media
- Participatory/Contributory Communities
- Performance Measurements
- Performance and Outcome Assessment
- Personalized Learning Environments
- Policy, Law and Copyright Awareness
- Quality Assurance and Accreditation
- Simulations for Learning
- Social Networks
- Social Software (podcasting, wikis, blogs, etc.)
- Teacher Education and Technology Integration
- Wearable Technologies
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