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E- learning

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Rationale

E-learning is an all-encompassing term generally used to refer to computer-enhanced learning, although it is often extended to include the use of mobile technologies such as PDAs and MP3 players. It may include the use of web-based teaching materials and hypermedia in general, multimedia CD-ROMs or web sites, discussion boards, collaborative software, e-mail, blogs, wikis, text chat, computer aided assessment, educational animation, simulations, games, learning management software, electronic voting systems and more, with possibly a combination of different methods being used.

 

 

Along with the terms learning technology and Educational Technology, the term is generally used to refer to the use of technology in learning in a much broader sense than the computer-based training or Computer Aided Instruction of the 1980s. It is also broader than the terms Online Learning or Online Education which generally refer to purely web-based learning. In cases where mobile technologies are used, the term M-learning has become more common.

E-learning is naturally suited to distance learning and flexible learning, but can also be used in conjunction with face-to-face teaching, in which case the term Blended learning is commonly used.

Typical Managed Learning Environment with a navigation menu and icons giving access to automated tools and content pages.
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Typical Managed Learning Environment with a navigation menu and icons giving access to automated tools and content pages.

In higher education especially, the increasing tendency is to create a Virtual Learning Environment (VLE) (which is sometimes combined with a Managed Information System (MIS) to create a Managed Learning Environment) in which all aspects of a course are handled through a consistent user interface standard throughout the institution. A growing number of physical universities, as well as newer online-only colleges, have begun to offer a select set of academic degree and certificate programs via the Internet at a wide range of levels and in a wide range of disciplines. While some programs require students to attend some campus classes or orientations, many are delivered completely online. In addition, several universities offer online student support services, such as online advising and registration, e-counselling, online textbook purchase, student governments and student newspapers.

Managed Learning Environment

E-learning can also refer to educational web sites such as those offering worksheets and interactive exercises for children. The term is also used extensively in the business sector where it generally refers to cost-effective online training.

 

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Introduction to Learning and Technology

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Institute for Interactive Technologies

E-Learning Concepts and Techniques

Educational Technology is the systematic and creative blending of "idea" and "product" technologies with subject-matter content in order to engender and improve teaching and learning processes. Educational technology is often associated with the terms instructional technology or learning technology. "Product" technologies are tangible; for example, computer hardware or software. "Idea" technologies are cognitive frameworks or schemes; for example, the theory of Multiple Intelligence Theory proposed by Howard Gardner. When products are thoughtfully blended with subject matter content (such as mathematics or science concepts) for a specific audience in a specific educational context (such as a school), one is using "educational technology.

Technology Planning and Administration

The words educational and technology in the term educational technology have the general meaning. Educational technology is not restricted to the education of children, nor to the use of high technology. The particular case of the meaningful use of high-technology to enhance learning in K-12 classrooms and higher education is known as technology integration. Several universities have recently opened tracks for graduate programs in the field of Educational Technology.

 

Technology Integration is a term used by educators to describe effective uses of technology by teachers and students in K-12 and university classrooms. Teachers use technology to support instruction in language arts, social studies, science, math, or other content areas. When teachers integrate technology into their classroom practice, learners are empowered to be actively engaged in their learning.

When technology is integrated into the classroom, educators are taking the constructivist approach to learning. The amount of available information is doubling every three years according to statistics.[1] By the time kids graduate from high school, today's students will have been exposed to more information than their grandparents were in a lifetime. It has been claimed that ninety percent of the technology we will use in the next decade has not been invented or currently there is no access to at the moment.

Why Does the Wilson School Need Technology?

 

The following websites provide information and examples of the use of digital video in the classroom:

  • A review of tech support issues in relation to school systems integrating technology THE PROBLEM EXISTS by Steven M. Kolins, 2001.

Integrating Technology into Open Court Reading Principle 1: Openness Principle 2: Collaboration Principle 3: integration

 

Theory Into Application

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It is clearly possible to apply any specific Pedagogical Approach to e-learning, however some approaches are more common than others. Two of the most common are those of instructional design and social-constructivist pedagogy. The latter in particular is particularly well afforded by the use of discussion forums, blogs, wikis and online collaborative activities. Adaptability to different learning styles is also still in vogue in certain circles.

Laurillard's Conversational Model is also particularly relevant to e-learning, and Gilly Salmon's Five-Stage Model is a pedagogical approach to the use of discussion boards.

There are four fundamental pedagogical perspectives which historically have influenced the approach to computer based pedagogy, distance education and continues to provide guiding principles for the pedagogy of e-learning:

Cognitive Perspective - which focuses on the cognitive processes involved in learning as well as how the brain works.

Cognitive Reading Theory
and its Implications for
the Teaching of Writing

by Gerald Grow, Ph.D.

Professor of Journalism
Florida A&M University
copyright © 1994, 1996

 

A Cognitive Model of Learning

Emotional Perspective - which focuses on the emotional aspects of learning, like motivation, engagement, fun etc

Emotional WHAT?

Modern Prescriptive Models

Emotional Intelligence Worldwide

Behavioural Perspective -According to the behaviorists, learning can be defined as the relatively permanent change in behavior brought about as a result of experience or practice. [Note: an internal event displayed by overt behavior; contrasted with biological maturation or genetics as an explanation for relatively permanent change.] In fact, the term "learning theory" is often associated with the behavioral view. Researchers who affiliate with this position do not generally look with favor on the term "behavior potential" (i.e., may be capable of performing but did not for some reason such as illness, situation, etc.) that was included in a definition accepted by those with a cognitive or humanistic viewpoint. The focus of the behavioral approach is on how the environment impacts overt behavior.

The psychomotor domain is associated with overt behavior when writing instructional objectives. Cunia (2005) provides an excellent overview of the behavioral approach applied to learning. Behavior analysis is the term used to describe the scientific study of behavior and behavior modification is the term used to describe the application of behavior analysis concepts and principles for the systematic or programatic changing of behavior.

Behavioural Perspective

An Overview to the Behavioural Perspective

As we discuss the behavioral approach, for the most part we will assume that the mind is a "black box" that we cannot see into. The only way we know what is going on in the mind, according to most behaviorists, is to look at overt behavior. The feedback loop that connects overt behavior to stimuli that activate the senses has been studied extensively from this perspective.

Contextual Perspective - which focuses on the environmental and social aspects which can stimulate learning. Interaction with other people, collaborative discovery and the importance of peer support as well as pressure.

Learning in Practice

Postmodern Phenomenological Models 

The basis of this theory states that we learn by observing the behavior of others.  Just the opposite is attribution theory that addresses an individuals’ perceived cause of events or outcomes.           

The theorists highly noted for social theory research are Albert Bandura and Bernard Weiner.

 

Social Learning Theories

Constructivism is a set of assumptions about the nature of human learning that guide constructivist learning theories and teaching methods of education. Constructivism values developmentally appropriate teacher-supported learning that is initiated and directed by the student.

Constructivism

 

Computers and Computer Tools for Teaching and Learning

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Computer Based Learning, sometimes abbreviated CBL, refers to the use of computers as a key component of the educational environment. While this can refer to the use of computers in a classroom, the term more broadly refers to a structured environment in which computers are used for teaching purposes. The concept is generally seen as being distinct from the use of computers in ways where learning is at least a peripheral element of the experience (e.g. computer games and web browsing).

  • E-learning Use of computers and particularly internet to support learning
  • M-learning Evolution of computer-based learning to more compact, mobile digital devices

Computer Based Learning

 

Computer-based training (CBT), also called computer-assisted instruction (CAI) is a type of education in which the student learns by executing special training programs on a computer. CBT is especially effective for training people to use computer applications because the CBT program can be integrated with the applications so that students can practice using the application as they learn.

http://www3.unisul.br/paginas/ensino/pos/linguagem/0502/05.htm

The first general-purpose system for computer based learning was the PLATO System developed at The University of Illinois at Urbana-Champaign.The Plato system evolved with the involvement of Control Data who created the first authoring software used to create learning content. The authoring software was called Plato. The Science Research Council then wrote the first CAI system of Math for K-6. Wicat Systems then created WISE as their authoring tool using Pascal and developed English and Math curriculum for K-6. The very first complete CAI classroom for K-6 students was set up at the Waterford Elementary School in Utah using the Wicat system. The first public CAI classroom with its own layout and design was implemented with the Wicat System by Baal Systems (later known as Virtual Systems) in Singapore as a joint operation between Wicat and Baal. It is from this design that all the computer learning centers globally evolved which were forerunners of e-learning.

Historically, CBTs growth has been hampered by the enormous resources required: human resources to create a CBT program, and hardware resources needed to run it. However, the increase in PC computing power, and especially the growing prevalence of computers equipped with CD-ROMs, is making CBT a more viable option for corporations and individuals alike. Many PC applications now come with some modest form of CBT, often called a tutorial.

Organizations such as SkillSoft, Thomson NETg and BlueU.com are leading innovators in the design and development of CBT in the commercial world.

 

Online Tutoring refers to the process by which knowledge is imparted from a tutor or knowledge provider or expert to a student or knowledge recipient over the Internet. Online tutoring has been around almost as long as the Internet and takes the following form:

Tutoring via email and knowledge content

In this mode, the tutor or knowledge provider creates knowledge content in a very structured and methodical manner. The student accesses this knowledge at their own time and pace. Interaction between the tutor and the student may be via email. In addition, tests and quizzes may taken and submitted by the student and returned to the graded with feedback by the tutor.

EducationTrack.com

 

Technology and Instructional Situations: Understanding Learners, Learning Objectives, and Learning Environments

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JISC

E-learning and Pedagogy 

The following are some of the issues that the JISC funded e-Learning and Pedagogy programme will be addressing in consultation with practitioners from the JISC community.

  1. How can we enhance current knowledge about what constitutes effective practice in e-learning?
  2. How can we support practitioners with their use and understanding of e-learning?
  3. How can we promote the development of terminology and frameworks that will improve understanding and sharing of practice in e-learning?
  4. What are the current approaches to the design of e-learning activities and how can these be developed in the future to ensure that we are using sound pedagogical models?

 

Situated Learning is a model of learning first proposed by Jean Lave and Etienne Wenger. It suggests that all learning is contextual, embedded in a social and physical environment.

Communities of Practice

Lave and Wenger assert that situated learning "is not an educational form, much less a pedagogical strategy" (1991, p.40). However, since their writing, others have pointed out and advocated for pedagogies that include situated activity:

Often it is "just in time learning", but not always - music, sports and military training usually begin very early and continue for the whole career of the learner. And classrooms designed for situated learning are usually in use long before there is any "need" to learn the material at hand.

 

Learning

Learning Framework Learning Framework Competencies History of Learning Bloom's Taxonomy Performance Gap Learning Design Architgecture (Depth) ontent Types (Flow) Delivery Element (Interface) Glossary Skills, Knowledge & Attitudes Not currently available Learning Theories E-learning Diversity Two Dimensional Modeling Active Learning Learning Styles Arousal and Learning Self-confidence Declarative Knowledge Memory Facts, Concepts, Processes, Procedures, Principles Transfer of Learning Learner Self-rating Presentation (Abstraction) Deductive Inductive Simulation Systems Receptive Directive Guided Discovery Exploratory Media (Channel or Technology) Approach (Search) Learner Experience (Means) Cyclical Linear Game Pedagogy Inquisitory Expository Face-to-face Electronic Text Absorbing Doing Interacting Reflecting

A Quick Guide to Writing Learning Objectives 

  • Select a verb for performing the task.
  • Determine if the verb you have chosen best describes the type of behavior that the learners need to display after training (see Bloom's Taxonomy).
  • Determine to what standards the task must be performed
  • Sample outlines for writing a learning objective

 

Task - What must the learner perform (one behavior, one verb)?

Condition - How  will it be performed?

Standard - How well must it be performed?

    bullet

    After the training period the learner will be able to perform ________(task)_________. The task must be performed under the following conditions: ____(condition)______, _____(condition)_____, and ____(condition)______. The following standards must be met: ____(standard)_____, _____(standard)____, and ____(standard)_____.

     
    bullet Perform _________(task)__________ when given _____(condition)_____ and ___(condition)_______. The learners must be trained to ____________(standards)______________.
     
    bullet Given a ____(condition)_____, ____(condition)____, and ____(condition)_____, perform _______________(task)_________________. The task must be performed as ____________(standards)_____________.
     
    bullet (Verb)_________(task)_____________ with
    ____(condition)_____, ____(condition)_____, and ____(condition)_____, by ____(standard)_____, ____(standard)_____, and ____(standard)_____.

A Lesson is a structured period of time where learning is intended to occur. It involves one or more students (also called pupils or learners in some circumstances) being taught by a teacher or instructor. A lesson may be either one section of a textbook (which, apart from the printed page, can also include multimedia) or, more frequently, a short period of time during which learners are taught about a particular subject or taught how to perform a particular activity. Lessons are generally taught in a classroom but may instead take place in a situated learning environment.

In a wider sense, a lesson is an insight gained by a learner into a previously unfamiliar subject-matter. Such a lesson can be either planned or accidental, enjoyable or painful. The colloquial phrase "to teach someone a lesson", means to punish or scold a person for a mistake they have made in order to ensure that they do not make the same mistake again.

Lessons can also be made entertaining. When the term education is combined with entertainment, the term edutainment is coined.

 

Technology and Instructional Methods: Identifying Ways to Involve Learners

Readings

Dialogue Education is a popular education approach to adult education first described by educator,Jane Vella in the 1980’s. This approach to education draws on various adult learning theories, including those of Paulo Freire, Kurt Lewin, Malcolm Knowles and Benjamin Bloom (Global Learning Partners, 2006b; Vella, 2004). It is a synthesis of these abstract theories into principles and practices that can be applied in a concrete way to learning design and facilitation. Dialogue education is a form of Constructivism and can be a means for Transformative learning, (Vella, 2004).

The Value of Adult Education in the 21st Centur

Dialogue education shifts the focus of education from what the teacher says to what the learner does, from learner passivity to learners as active participants in the dialogue that leads to learning (Global Learning Partners, 2006c).

A dialogue approach to education views learners as subjects in their own learning and honours central principles such as mutual respect and open communication (Vella, 2002). Learners are invited to actively engage with the content being learned rather than being dependent on the educator for learning. Ideas are presented to learners as open questions to be reflected on and integrated into the learner's own context (Vella, 2004). The intent is that this will result in more meaningful learning that has an impact on behaviour.

Adult Education

 

Planning the Technology-supported Learning Experience

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Readings

There are two types of Instructional Technology: those with a systems approach, and those focusing on audio-visual technologies.

Instructional Technology Master's Program

The definition of instructional technology prepared by the Association for Educational Communications and Technology (AECT) Definitions and Terminology Committee is as follows:

Technology Planning & Administration Instructional Technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning. ... The words Instructional Technology in the definition mean a discipline devoted to techniques or ways to make learning more efficient based on theory but theory in its broadest sense, not just scientific theory. ... Theory consists of concepts, constructs, principles, and propositions that serve as the body of knowledge. Practice is the application of that knowledge to solve problems. Practice can also contribute to the knowledge base through information gained from experience. ... Of design, development, utilization, management, and evaluation ... refer to both areas of the knowledge base and to functions performed by professionals in the field. ... Processes are a series of operations or activities directed towards a particular result. ... Resources are sources of support for learning, including support systems and instructional materials and environments. ... The purpose of instructional technology is to affect and effect learning (Seels & Richey, 1994, pp. 1-9). (Cited at: [1])

 

Instructional Design, also known as Instructional Systems Design, is the analysis of learning needs and systemic development of instruction. Instructional designers often use instructional technology as a method for developing instruction. Instructional design models typically specify a method, that if followed will facilitate the transfer of knowledge, skills and attitude to the recipient or acquirer of the instruction.

Instructional Design

 

Online Learning Content

A basic problem faced by the learning community is how to produce and deliver quality content for online learning experiences. This tutorial examines this problem.

Online learning content typically contains:

  • Text, graphics, and movies
  • A navigation scheme (easily a table of contents and/or buttons)
  • Assessments

It may also contain collaboration tools as well as other interactive elements and graphical elements designed to produce a unified or branded look and feel, but the above list is basic.

To be learning content, the content should also be aware of learners. At a minimum, learning content should recognize who the learner is and record information about the learner's experience. To make this possible, learning content has generally been developed in conjunction with some sort of learning system that keeps track of learners. Learners log on to the system and launch the content. As the learners interact with the content, results are passed back to the system. If the system allows it, the content can also change its behavior based on learner information stored in the system. For example, learners might be sent to different places in the content based on test scores, language preferences, learning style inventories, competencies, certifications, organizational roles, and other data.

A Learning Object has been defined as the following:

  • "Any entity, digital or non-digital, that may be used for learning, education or training" [1]
  • "Any digital resource that can be reused to support learning" [2]
  • "Web-based interactive chunks of e-learning designed to explain a stand-alone learning objective" [3]

A Learning Object Approach to Personalized Web-based Instruction

 

Instructional Media: Involving Multiple Senses of Learners

Tutorials

Readings

Multimedia is media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the (user) audience. Multimedia also refers to the use of (but not limited to) electronic media to store and experience multimedia content. In fine art it is a synonym for traditional mixed media as well as technological new media (ArtLex, NWD). Rich media is also a synonym for multimedia.

A presentation using Powerpoint. Corporate presentations may combine all forms media
Enlarge
A presentation using Powerpoint. Corporate presentations may combine all forms media

 

Multimedia

 

Integration of the Internet to Support Learning

Tutorials

Readings

Web-based Training (WBT) is a type of training that is similar to computer-based training (CBT); however, it is delivered over the Internet using a web browser. Web-based training frequently includes interactive methods, such as bulletin boards, chat rooms, instant messaging, video conferencing, and discussion threads. WBT is usually a self-paced learning medium, however some systems allow for online testing and evaluation at specific times.

Interactive learning system

See also

The most up-to-date definition of Online Learning is generally agreed upon as the use of the Internet to earn a degree or certificate from an accredited school.Classes are attended virtually by career-minded individuals seeking further certification. The Online Education option is usually taken advantage of when a campus-based degree is not feasible for any number of reasons.

Online learning challenges

Online Learning, while it falls under the umbrella of E-Learning, has its own specific goals. Online Learning is associated with completing a degree/certification program or completing a previously started course of study.While E-learning has progression and structure to it, it is generally less involved in terms of requirements and pre-requisites than Online Learning. E-learning normally involves the completion of a course of study for personal goals (i.e. Excel, Photoshop) or job certification. Both involve many of the same processes and resources, but the overall goal has different implications.

Online Learning has the focused goal of certification or graduation, with the aim of the student achieving their career.The proliferation of the Internet has helped define this type of learning, in addition to making it available to wide range of people in varying demographics.

In general a working professional can complete at most 18 credits a year (9 per semester). Online Learning provides the flexibility to attend classes on the student’s schedule. Most Bachelor programs can be done 100% in the virtual classroom.

Some advanced degrees require attendance at class-based seminars, but offer multiple attendance dates.

Online Degrees generally mirror their campus-based counterparts in total credit hours, but tend to be less expensive over the duration of the student’s education due the student needing fewer resources to complete the program (i.e. room and board, tuition, transportation).Also, many students who participate in Online Learning have done previous coursework at another institution.For those who want to complete their degree without returning to a fully campus based program, Online Learning is a viable option. Returning to school via the Virtual Classroom can be more convenient than their campus-based counterparts, depending on area of study and institution. Without having to physically attend classes, those who are working full-time have the opportunity to complete their coursework while still maintaining their working status.

Online Learning tuition varies greatly, depending on the institution. Prices range from $200 per credit hour for ‘less than half time’ students, to $500+ for full time enrollment in a Bachelors Degree Program.This wide range in cost per credit hour can make finding the right online institution an extensive process.

Recent legislation has given big a boost to online learning[1]. In the past, for students to be eligible for Federal Financial Aid, the school had to have 50% of its classes be campus-based. This new legislation allows for the granting of Federal Financial Aid to students of schools with few or no campus-based classes.

This is an important precedent set by the United States Congress that bolsters their support for Online Learning. Currently, 7% of students who attend college take classes online. This new legislation is expected to increase the number of students participating in Online Learning from 7% to 25% over the next ten years.

See also

 

Distance education, or distance learning, is a field of education that focuses on the pedagogy/andragogy, technology, and instructional systems design that are effectively incorporated in delivering education to students who are not physically "on site" to receive their education. Instead, teachers and students may communicate asynchronously (at times of their own choosing) by exchanging printed or electronic media, or through technology that allows them to communicate in real time (synchronously). Distance education courses that require a physical on-site presence for any reason including the taking of examinations is considered to be a hybrid or blended course or program.

Distance Education

 

Evaluation of Students and Materials

Tutorials

Readings

Educational evaluation is the evaluation process of characterizing and appraising some aspect/s of an educational process.

There are two common purposes in educational evaluation which are, at times, in conflict with one another. Educational institutions usually require evaluation data to demonstrate effectiveness to funders and other stakeholders, and to provide a measure of performance for marketing purposes. Educational evaluation is also a professional activity that individual educators need to undertake if they intend to continuously review and enhance the learning they are endeavouring to facilitate.

 

Computer Assisted Instruction (often abbreviated CAI) refers to a system of educational instruction performed almost entirely by computer. Such systems typically incorporate functions such as:

  • Assessing student capabilities with a pre-test
  • Presenting educational materials in a navigable form
  • Providing repetitive drills to improve the student's command of knowledge
  • Providing game-based drills to increase learning enjoyment
  • Assessing student progress with a post-test
  • Routing students through a series of courseware instructional programs.
  • Recording student scores and progress for later inspection by a courseware instructor.

The first general-purpose system for computer-assisted instruction was the PLATO System developed at The University of Illinois at Urbana-Champaign.The Plato system evolved with the involvement of Control Data who created the first authoring software used to create learning content. The authoring software was called Plato. The Science Research Council then wrote the first CAI system of Math for K-6. Wicat Systems then created WISE as their authoring tool using Pascal and developed English and Math curriculum for K-6. The very first complete CAI classroom for K-6 students was set up at the Waterford Elementary School in Utah using the Wicat system. The first public CAI classroom with its own layout and design was implemented with the Wicat System by Baal Systems (later known as Virtual Systems) in Singapore as a joint operation between Wicat and Baal. It is from this design that all the computer learning centers globally evolved.

Some people have a conception or paradigm of educational technology that revolves around the use of CAI software products. While that model may have been accurate in the early days of classroom computing in the 1980s and 1990s, in the twenty-first century the advent of Social Software is revolutionizing the use of computer technology in classrooms.

 

Evaluation is the systematic determination of merit, worth, and significance of something or someone. Evaluation often is used to characterize and appraise subjects of interest in a wide range of human enterprises, including the Arts, business, computer science, criminal justice, education, engineering, foundations and non-profit organizations, government, health care, and other human services.

 

Technology and Learning Today and Tomorrow

Readings

M-learning is the follow up of E-learning which for its part originates from D-learning (distance education). M-learning is the delivery of learning to students who are not keeping a fixed location or through the use of mobile or portable technology. The rapid growth of information and communication technologies (ICT) makes it possible to develop new forms of this education.
(Georgiev, T., E.Georgieva, A.Smrikarov. M-Learning - A New Stage of E-Learning, http://ecet.ecs.ru.acad.bg/cst04/Docs/sIV/428.pdf)
.

A model of accessible m-learning

 

A Simulation is an imitation of some real thing, state of affairs, or process. The act of simulating something generally entails representing certain key characteristics or behaviors of a selected physical or abstract system.

Wooden  mechanical horse simulator during WWI.
Enlarge
Wooden mechanical horse simulator during WWI.

Historically, the word had negative connotations:

…for Distinction Sake, a Deceiving by Words, is commonly called a Lye, and a Deceiving by Actions, Gestures, or Behavior, is called Simulation… Robert South (1643-1716)[1]

Learning with simulation: a PVC process

However, the connection between simulation and dissembling later faded out and is now only of linguistic interest.

Simulation is used in many contexts, including the modeling of natural systems or human systems in order to gain insight into their functioning. Other contexts include simulation of technology for performance optimization, safety engineering, testing, training and education. Simulation can be used to show the eventual real effects of alternative conditions and courses of action.

Key issues in simulation include acquisition of valid source information about the referent, selection of key characteristics and behaviours, the use of simplifying approximations and assumptions within the simulation, and fidelity and validity of the simulation outcomes.

 

The E-learning Experience

Readings

A Virtual Learning Environment (VLE) is a software system designed to facilitate teachers in the management of educational courses for their students, especially by helping teachers and learners with course administration. The system can often track the learners' progress, which can be monitored by both teachers and learners. While often thought of as primarily tools for distance education, they are most often used to supplement the face-to-face classroom.

Supporting travels across a wider education landscape

These systems usually run on servers, to serve the course to students as internet pages.

Components of these systems usually include templates for content pages, discussion forums, chat, quizzes and exercises such as multiple-choice, true/false and one-word-answer. Teachers fill in these templates and then release them for learners to use. New features in these systems include blogs and RSS. Services generally provided include access control, provision of e-learning content, communication tools, and administration of the user groups.

 

 

Recommended Texts

Web-based Training

Web-Based Training: Creating e-Learning Experiences , 2nd Edition
Margaret Driscoll
ISBN: 0-7879-5619-8
Hardcover
352 pages
April 2002

Check the availability and buy your books from our Bookshop.

 

Beyond E-learning

Beyond E-Learning: Approaches and Technologies to Enhance Organizational Knowledge, Learning, and Performance
Marc J. Rosenberg
ISBN: 0-7879-7757-8
Hardcover
400 pages
December 2005

Check the availability and buy your books from our Bookshop.

 

The AMA Handbook of E-Learning - Effective Design, Implementation and Technology Solutions

The AMA Handbook of E-Learning - Effective Design, Implementation and Technology Solutions

George Piskurich

ISBN: 0814407218,
EAN: 9780814407219,
Division: Professional,
Pub Date: JUN-03,
Edition: 01

Format: HARD BACK

Check the availability and buy your books from our Bookshop.

 

E-Learning: Strategies for Delivery Knowledge in the Ditigal Age

E-Learning: Strategies for Delivery Knowledge in the Ditigal Age

Marc Rosenberg

ISBN: 0071362681,
EAN: 9780071362689,
Division: Professional,
Pub Date: DEC-00,
Pages: 344
Edition: 01

Format: HARD BACK

Check the availability and buy your books from our Bookshop.

 

Resources

 

 

Case Studies

JISC

JISC’s Managed Learning Environments (MLEs) Lifelong Learning programme is looking at Building MLEs across FE and HE and has funded several major projects to explore the issues related to developing learning environments to support the seamless movement of the learner between and across sectors and institutions.

Online Teaching

E-learning Centre

 

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