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Physical Sciences · Computer Science

E-Learning and Knowledge Management
Research Guide

What is E-Learning and Knowledge Management?

E-Learning and Knowledge Management is the integration of digital technologies for delivering education remotely and managing knowledge resources effectively in educational and organizational settings.

This field encompasses 95,300 works focused on innovations in e-learning, knowledge management, and educational technology. Key areas include remote learning, digital marketing, open access, informal learning, and technology's impact on education, with significant attention to COVID-19 challenges and opportunities. Papers explore design patterns for Web 2.0 applications, learning object taxonomies, and frameworks for digital competence.

Topic Hierarchy

100%
graph TD D["Physical Sciences"] F["Computer Science"] S["Computer Science Applications"] T["E-Learning and Knowledge Management"] D --> F F --> S S --> T style T fill:#DC5238,stroke:#c4452e,stroke-width:2px
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95.3K
Papers
N/A
5yr Growth
148.1K
Total Citations

Research Sub-Topics

Why It Matters

E-Learning and Knowledge Management supports remote learning platforms that sustained education during the COVID-19 pandemic by addressing challenges in digital delivery. Frameworks like "Universal Design for Learning Guidelines, version 1.0." by Cast (2008) provide tools for optimizing teaching based on scientific learning principles, applied in diverse educational settings with 1824 citations. "DIGCOMP: A Framework for Developing and Understanding Digital Competence in Europe." by Anusca Ferrari (2013) outlines competences for digital proficiency, used across Europe to enhance workforce skills, as evidenced by its 1376 citations. "The relation between 21st-century skills and digital skills: A systematic literature review" by van Laar et al. (2017) links these skills to organizational competitiveness, with 1785 citations demonstrating their role in knowledge economies.

Reading Guide

Where to Start

"4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software" by Tim O’Reilly (2012) because its 5654 citations make it the foundational most-cited work defining Web 2.0 platforms central to e-learning technologies.

Key Papers Explained

O’Reilly’s "4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software" (2012, 5654 citations) and "What Is Web 2.0: Design Patterns and Business Models for the Next Generation of Software" (2007, 1641 citations) establish Web 2.0 as a network platform for educational applications. Wiley’s "Connecting learning objects to instructional design theory: A definition, a metaphor, and a taxonomy" (2000, 1885 citations) builds by providing reusable content structures. Cast’s "Universal Design for Learning Guidelines, version 1.0." (2008, 1824 citations) extends these to inclusive frameworks, while Singh and Thurman’s "How Many Ways Can We Define Online Learning? A Systematic Literature Review of Definitions of Online Learning (1988-2018)" (2019, 1386 citations) synthesizes definitions informed by prior platforms.

Paper Timeline

100%
graph LR P0["LEARNING BY KNOWLEDGE‐INTENSIVE ...
1992 · 1.4K cites"] P1["Connecting learning objects to i...
2000 · 1.9K cites"] P2["What Is Web 2.0: Design Patterns...
2007 · 1.6K cites"] P3["Universal Design for Learning Gu...
2008 · 1.8K cites"] P4["Blended Learning in Higher Educa...
2011 · 1.5K cites"] P5["4 What Is Web 2.0? Design Patter...
2012 · 5.7K cites"] P6["The relation between 21st-centur...
2017 · 1.8K cites"] P0 --> P1 P1 --> P2 P2 --> P3 P3 --> P4 P4 --> P5 P5 --> P6 style P5 fill:#DC5238,stroke:#c4452e,stroke-width:2px
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Most-cited paper highlighted in red. Papers ordered chronologically.

Advanced Directions

Research continues on integrating 21st-century digital skills from van Laar et al. (2017) with DIGCOMP frameworks by Ferrari (2013) for post-pandemic e-learning, though no recent preprints or news are available.

Papers at a Glance

# Paper Year Venue Citations Open Access
1 4 What Is Web 2.0? Design Patterns and Business Models for the... 2012 New York University Pr... 5.7K
2 Connecting learning objects to instructional design theory: A ... 2000 1.9K
3 Universal Design for Learning Guidelines, version 1.0. 2008 1.8K
4 The relation between 21st-century skills and digital skills: A... 2017 Computers in Human Beh... 1.8K
5 What Is Web 2.0: Design Patterns and Business Models for the N... 2007 Munich Personal RePEc ... 1.6K
6 Blended Learning in Higher Education: Framework, Principles, a... 2011 Journal of Physical Th... 1.5K
7 LEARNING BY KNOWLEDGE‐INTENSIVE FIRMS* 1992 Journal of Management ... 1.4K
8 Enabling Knowledge Creation 2000 Oxford University Pres... 1.4K
9 How Many Ways Can We Define Online Learning? A Systematic Lite... 2019 American Journal of Di... 1.4K
10 DIGCOMP: A Framework for Developing and Understanding Digital ... 2013 Joint Research Centre ... 1.4K

Frequently Asked Questions

What defines Web 2.0 in e-learning contexts?

Tim O’Reilly (2012) in "4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software" defines Web 2.0 as the network as platform spanning connected devices. Web 2.0 applications maximize collective user intelligence through design patterns and business models. This paper, with 5654 citations, initiated understanding of its implications for next-generation software in education.

How are learning objects connected to instructional design?

David Wiley (2000) in "Connecting learning objects to instructional design theory: A definition, a metaphor, and a taxonomy" provides a definition, metaphor, and taxonomy linking learning objects to theory. These elements structure reusable digital resources for e-learning. The work has 1885 citations.

What is Universal Design for Learning?

"Universal Design for Learning Guidelines, version 1.0." by Cast (2008) describes UDL as a framework for improving teaching and learning based on scientific knowledge of human learning. It optimizes education for all through flexible implementation tools. Cited 1824 times, it supports diverse learners in e-learning environments.

What are key definitions of online learning?

Singh and Thurman (2019) in "How Many Ways Can We Define Online Learning? A Systematic Literature Review of Definitions of Online Learning (1988-2018)" review definitions from 1988-2018, identifying variations in the concept. Their analysis, with 1386 citations, highlights the range of interpretations in e-learning research.

What enables knowledge creation in firms?

von Krogh et al. (2000) in "Enabling Knowledge Creation" introduce knowledge-enabling practices drawn from firms like Siemens and Sony. These organizational activities nurture ideas central to knowledge management. The book has 1406 citations.

What is the DIGCOMP framework?

Anusca Ferrari (2013) in "DIGCOMP: A Framework for Developing and Understanding Digital Competence in Europe." presents a framework for digital competence developed via stakeholder consultation. It details competences for citizen proficiency in digital environments. Cited 1376 times, it applies to e-learning and knowledge management.

Open Research Questions

  • ? How can Web 2.0 design patterns be adapted for sustainable remote learning platforms post-COVID-19?
  • ? What taxonomies best integrate learning objects with emerging AI-driven instructional designs?
  • ? Which digital competences from DIGCOMP most effectively bridge 21st-century skills gaps in knowledge-intensive educational firms?
  • ? How do varying definitions of online learning impact empirical evaluations of blended learning outcomes?
  • ? What organizational mechanisms beyond knowledge-enabling enhance informal learning in technology-driven education?

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