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Evolution of Educational Technology

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Title: Evolution of Educational Technology


1
Evolution of Educational Technology
IMPACT
TIME
2
Rationale for using technology
  • Increased teacher productivity
  • Freeing time to work with students
  • Provide more accurate information quickly
  • Produce more student-friendly materials (use of
    multimedia elements)
  • Support for new instructional approaches
  • Cooperative learning
  • Shared Intelligence and knowledge
  • Problem solving and higher-level skills

3
Rationale for using technology
  • Motivation
  • Gain learner attention
  • Engage learner through productive activity
  • Increased perception of control
  • Unique instructional capabilities
  • Link learners to information resources
  • Help learners visualize problems and solutions
    through images and animation
  • Track learners progress
  • Link learners to learning tools

4
Definitions of e-learning
  • 'E-learning refers to learning activities that
    involve computers and networks. (The Internet and
    intranets are considered networks.) E-learning
    does not require learning materials to be
    delivered by computer, but computers and networks
    must be involved in this type of learning.
    (Becta, UK)
  • 'DEL (distributed and electronic learning) can be
    represented as a spectrum ranging from
    Internet-supported distance learning in which the
    learner has limited physical contact with the
    tutor or other learners, to teacher-led,
    classroom-based activity which is interspersed
    with occasional computer-delivered or facilitated
    assignments. (Edna, Australia)

5

6
The Role of the Teacher/Instructor
7
The Challenges of Education Today
  • Liberal arts education to vocational education
    and human resource development
  • creating knowledge workers in science and
    technology
  • Theoretical to practical
  • Single discipline to Multidisciplinary to
    Integrated Knowledge
  • Knowledge as Truth to Knowledge as Relative
  • Childhood to Adult to Lifelong learning
  • Education for a few to Education for all
    (democratization of education)
  • Learning as an individual process to Learning as
    an institutional phenomenon (learning
    organizations)
  • Teacher-centred to Student-centred
  • Rote learning to Learning as reflection and
    application
  • Face-to-face to Distance to E-learning to Mobile
    learning

8
Conclusion
  • Integrating educational technology refers to the
    process of determining which electronic tools and
    which methods for implementing them are
    appropriate for a given situation and problem
  • Direct technology resources to specific problems
    and needs
  • Instructional technology resources for students
  • Productivity applications for teachers
  • Anticipate and plan for change
  • Separate fad from fact

9
The Premise Today
ICT
?
Information and Communication Technologies
10
The Problem
  • Most assumes single learner, self-paced learning
  • Often little more than textbooks online?
  • Content centric, transmission model of education
  • what is the implied pedagogy?

11
Academic shovelware.
  • The extent to which a student gains the same
    pedagogical benefit from a printout of your Web
    resources as from the resources themselves is the
    extent to which you have done nothing of the
    pedagogical value of using the Web.(Fraser,
    1999)

12
What is needed in e-learning?
  • A rethinking of learning activities and
    interactions
  • Learner engagement
  • A meaningful and authentic context for learning
  • A setting that challenges learners
  • A provision for practice
  • Choice of the right tool for the pedagogical task
  • (Boud Prosser, 2002)

13
Technology affordances
  • Enable visual and oral information display within
    a software
  • Supports constructivist, problem-focused
    philosophical orientation
  • Increased recognition of social collaboration as
    part of learning
  • Computer Mediated communication allows
    collaboration breaking the nexus of time and
    location
  • Increasing modularisation of individual elements
    that are retrieved from databases and employed in
    varied contexts.

14
Introducing Learning Design
  • Learning Design is a name given to a new field of
    e-learning technology
  • Learning Design Sequence of Collaborative
    Learning Activities
  • Learning Design can incorporate single learner
    content, but also collaborative tasks or
    activities such as discussion, voting, small
    group debate etc.
  • Wraps a single-learner Learning Objects with a
    sequence of collaborative tasks

15
Anatomy of e-learning
16
Definitions of Learning Object
  • Any digital resource that can be reused to
    support learning. (Wiley, 2002)
  • Learning objects are sometimes defined as being
    educational resources that can be employed in
    technology-supported learning. McGreal (2004)
  • Learning objects are digital materials used to
    create online courses where these materials are
    modular, interoperable, reusable and
    discoverable. Downes, Stephen(2004)
  • A learning object is an aggregation of one or
    more digital assets, incorporating metadata,
    which represents an educationally meaningful
    stand-alone unit. Dalziel (2003)
  • 4. A learning object is a self-contained block
    of learning that fulfills a single, stated
    learning objective. American Society for
    Training Development.1
  • 1 See http//www.astd.org

Next
17
e-Learning Model
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