research-article

Cyber education: towards a pedagogical and heuristic learning

Abstract

The constant and rapid investments in Information and Communication Technologies (ICTs) have allowed the growth in the quality of information response available within the internet which requires considering and addressing the physical, financial, socio-demographic, cognitive, design, institutional, political and cultural types of access. The main purpose of this paper is to revise actual and new emerging ICTs and the use of its application tools in Education which is dominated by the linear paradigm in interaction and information as interactivity is not being accepted as a guiding principle. The concept of e-learning rests on the idea that pedagogy technologically sustained includes enough knowledge with regard to the wishes of learning processes, which are a process of mind embedded in a culture and also challenges and not just concepts. Learning is a process that humans have been trying to master for many centuries. However, there are so many different ways to do the process that it is sometimes very hard to determine which one is the best of a given situation. One such type of learning is heuristic learning. Through this method the students should discover things for themselves, through problem solving, inductive reasoning, or simply by trial and error. Discovering things by yourself, knowing from experience rather than books. In many situations it seems that heuristic learning is the most suitable when one really believes in something when one experiences it himself. That is what heuristic learning is really all about. This type of learning model, in an online format, is tailored to the adult learner who typically has a sense of self-direction related to individual interests, goals, strengths, and previous experience. Also the pedagogical theory of connectivism was born as a response to very fast ICT development which strongly influences education and which approach to problem solving is based on the use of simulation animations, making students change parameters and verify or seek the problem solving, applying their need of intuitive searching by the heuristic method; information is assigned by image without the application of long texts. After a series of simulation experiments, the students verify their results with a calculation and a real experiment.

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Index Terms

  1. Cyber education

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