Abstract
This work focuses on the different technologies available to support teaching and learning in e-Learning systems whose importance for education teachers and system developers is evident. It is necessary to determine the most appropriate e-learning technologies to support the personal requirements in teaching, which make it possible to provide the best learning opportunities for students, considering the current situation in which educational systems have immediate demands derived from the Covid 19 pandemic, which makes classroom-based educational practices give way to remote activities. There are currently trends in the development of a variety of available technologies which may be framed in Web environments and Virtual Reality among other emerging technologies; therefore, the decision to use a particular technology must be based on solid research and clear evidence. This article reviews many of these e-Learning system technologies and provides information, about their use, opportunities and trends in development.
Original language | English |
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Title of host publication | EDUNINE 2021 - 5th IEEE World Engineering Education Conference |
Subtitle of host publication | The Future of Engineering Education: Current Challenges and Opportunities, Proceedings |
Editors | Claudio da Rocha Brito, Melany M. Ciampi |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
ISBN (Electronic) | 9781665403023 |
DOIs | |
State | Published - 14 Mar 2021 |
Event | 5th IEEE World Engineering Education Conference, EDUNINE 2021 - Guatemala City, Guatemala Duration: 14 Mar 2021 → 17 Mar 2021 |
Publication series
Name | EDUNINE 2021 - 5th IEEE World Engineering Education Conference: The Future of Engineering Education: Current Challenges and Opportunities, Proceedings |
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Conference
Conference | 5th IEEE World Engineering Education Conference, EDUNINE 2021 |
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Country/Territory | Guatemala |
City | Guatemala City |
Period | 14/03/21 → 17/03/21 |
Bibliographical note
Publisher Copyright:© 2021 IEEE.
Keywords
- e-Learning
- remote higher education
- virtual reality
- web based e-Learning technologies