Since seamless learning (SL) is still a rather unknown concept in higher education many educators classify it under the same categories as mobile, blended, online or hybrid learning. The purpose of this study is first to clarify the historical evolvement of the seamless learning concept over the past decades and, to position the seamless learning concept as it is understood today. Secondly, to find the most important concepts which can be proposed for a useful seamless learning experience design framework to assist educators with their course design. Considering this context, the research question for this study is formulated as follows: “Which concepts constitute a seamless learning experience design framework for students in higher education?” To answer this question, an inductive qualitative research analysis was conducted by collecting data from educators from countries on five continents on their views on this topic. Following a thematic coding approach of the combined dataset, five emerging themes crystallised, and are presented as part of a proposed Seamless Learning Experience Design (SLED) framework. They include core, positive, practical, human and design concepts – including sub-themes. The framework contributes to quality assurance processes in e-learning practices by providing a tool for developing seamless learning experiences for students.
Mobile apps vary in functionalities. The more apps are developed, the process of determining whether an app is effective in an educational environment can become next to impossible. The purpose of this chapter is to propose a curation rubric with a specific focus on evaluating mobile apps by utilizing three pedagogical frameworks as guidelines. Existing pedagogical frameworks for categorizing apps have been proposed by Allan Carrington based on Bloom's taxonomy for learning and the SAMR model by Puentedura. In this study the researchers are widening the lens by proposing the inclusion of the levels of instruction by Gagne as a third pedagogical framework as part of a curation rubric for mobile apps. The rational for adding the third framework is supported by the notion that technology should be regarded as “mindtools” which do not only focus on learning with technology, but also rely on effective facilitation and implementation thereof in an educational context.
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