Place of e-Learning in MBA program
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Mehta, N. (2008). Place of e-Learning in MBA program. In C. Bonk et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 3000-3005). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/30093.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008
Las Vegas, Nevada, USA
November 17, 2008
Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds
More Information on ELEARN
Table of Contents
Technical developments in ICT are influencing organizational structures, processes and business model in manners not seen before. Its impact in education and training is visible in the form of anytime – anywhere learning and educational programs addressing students in territories beyond their traditional zone. New colleges, primarily offering technical and science programs have embraced e-learning in big way. MBA schools, specially the top notch appear to be cautious and slow in embracing the new technology. As per the well-known management guru, Michael E Porter businesses have no choice in adoption of internet technologies. Only question before them is how to deploy it. Schools need to figure out how to blend new technologies in their residential MBA programs. Proper design has potential to prepare students better for modern organizations. Also, it will provide a lab to faculty to investigate many challenges faced in global organizations.
- Usage Analysis in Learning Systems
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- Elementary School Students’ Attitudes toward Applying Wikis or Blogs for Collaborative Note-taking Activities
- The Connected Learning Space
- Power and Flow Experience in Time-Intensive Business Simulation Game
- Implementation to Stimulate Consideration of Optimum Solutions Using Videoconference
- Children’s Models of the Internet
- Ubiquitous wireless laptops in upper elementary mathematics
- Learning Objects in Context
- Learning and Teaching with Electronic Games
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