Abstract

Now-a-days students are more driven towards using mobile phones for every single purpose. Learning is a continuous process and the focus is now shifted towards E-learning. The objective of the study is to investigate the impact of educational apps on a child's mental agility. Every individual student has his/her unique way of thinking, understanding, and interpreting the concepts of a different subject. Some students find English as an interesting subject to some mathematics that may be out of his/her mind. To make their learning interesting and entertaining first the researchers thought to study the “impact of E-learning apps on child's mental agility”. The study was conducted in the school in the Udaipur district where the sample size of 50 students was randomly selected of Grade I and Grade II. The mixed approach as adopted as a research method and type of research was Experimental Research. To evaluate the effectiveness of the educational apps pre-test and post was conducted using the traditional method of teaching and through e-learning mode. The result of the study claimed that there was a significant correlation between pre-test result and post-test results and from the study it can be concluded that there is a high impact of E-learning apps on a child's mental agility in the context of the development of knowledge, learning abilities, their creativity, easy understanding of complex topics and learning while playing through user-friendly interactive technology.

Highlights

  • Today, with the use of innovative technologies digital has come a long way along with virtual reality, artificial reality, and automation

  • Hypothesis Ho- There is no significant difference between Traditional teaching and E-Learning Apps Teaching on a child's mental agility

  • Offline teaching sessions of 2 hours was conducted for Group 1 and Group 2 Students were taught through E-Learning Apps for 2 Hours

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Summary

Introduction

With the use of innovative technologies digital has come a long way along with virtual reality, artificial reality, and automation. E-learning is primarily teaching via the use of computers and in this wider sense, it has been described through many different terms such as computer-based training, online teaching, virtual teaching, web-based teaching, etc. Elearning is the efficient use of various new multimedia technologies and tools along with the use of the internet to provide an interactive environment to learners by allowing them to access resources and services along with isolated interactions and collaboration. Utility companies are seeking beneficial ways to provide optimum learning efficiency, workforce engagement, and customer satisfaction. With ever-evolving industries demands digitization, the traditional training model of the Utility industry is varying. Most of the enterprises face a wide spectrum of Service sectors demands that forced them to reshape their learning experiences with E-Learning

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