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online courses LMS learning management system in AI and many other digital activities E-Learning: Refers to the process of learning conducted via electronic media, typically on the Internet. Digital Education: Education facilitated through digital technologies. MOOC (Massive Open Online Course): A course of study made available over the Internet without charge to a very large number of people. Virtual Classroom: An online learning environment that allows for live interaction between the tutor and the learners as they are participating in learning activities. Online Training: Training conducted through the Internet, focusing on specific skills or subjects. Webinar: A seminar conducted over the Internet. Distance Learning: The education of students who may not always be physically present at a school or institution. Interactive Learning: Learning that involves interaction between the learner and the learning platform or materials. Course Management System (CMS): Software used to create and manage digital courses. rning Management System (LMS): Software for the administration, documentation, tracking, reporting, and delivery of educational courses or training programs. Blended Learning: A mix of traditional face-to-face and online learning. Virtual Reality (VR) in Education: Using VR technology for educational purposes. Mobile Learning (m-learning): Learning across multiple contexts, through social and content interactions, using personal electronic devices. Digital Literacy: The ability to find, evaluate, and compose clear information through writing and other media on various digital platforms. tructional Design: The practice of creating educational experiences and materials in a manner that results in the acquisition and application of knowledge and skills. Certification Courses: Online courses that offer a certificate upon completion, often in specific professional fields. Asynchronous Learning: Learning that does not occur in the same place or at the same time. Synchronous Learning: Online or distance education that happens in real-time. EdTech (Educational Technology): The combined use of computer hardware, software, and educational theory and practice to facilitate learning. Gamification in Learning: Using game design elements in non-game contexts like education to motivate and increase learner engagement.