The authors, with a particular experience in coordinating and participating in international projects aimed at developing the institutional capacity of higher education, will share their experience with the introduction of training masterclasses on the use of knowledge and interactive teaching technologies using Kahoot and Hypersay.
Kahoot, https://kahoot.com/ is a game-based learning platform.
The authors also used Hypersay training, https://learnfwd.com/hypersay , a software that transforms Power Point presentations into active communication and active partnerships with students. These methods are new and innovative, and the authors will present drafts of how to achieve the digital content of Hypersay and the Kahoot evaluation.
The authors will also show some experiments with e-learning for library users, but also for librarians and other members of staff. The self-developed e-learning programs for library users (mainly students) include https://www.uib.no/en/ub/79503/how-use-ebooks and several videos on how to use the library system for patrons: https://www.uib.no/en/ub/121564/how-search-oria. The main electronic resource is Search and write (www.sokogskriv.no/en/). In the paper we will present the results of interviews with the creators of the videos and the management team, where they describe the strategic reasoning for e-learning, and also the pedagogical ideas underpinning the efforts. The models used can be multiplied and for any and all practitioners in the field.
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