e-learning

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E-LEARNING

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E-LEARNING

E-learning refers to the use of technology in learning and education.

E-learning includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web-based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underlies many e-learning processes.

E-learning refers to the use of technology in learning and education.

There are several aspects to describing the intellectual and technical development of e-

learning, which can be categorized into discrete areas.

E-learning as an educational approach or tool that supports traditional subjects;

E-learning as a technological medium that assists in the communication of knowledge, and its development and exchange;

E-learning itself as an educational subject; such courses may be called "Computer Studies" or "Information and Communication Technology (ICT)";

E-learning administrative tools such as education management information systems (EMIS).

E-Learning modalities Individualized self-paced e-learning online refers to

situations where an individual learner is accessing learning resources such as a database or course content online via an Intranet or the Internet.

A typical example of this is a learner studying alone or conducting some research on the Internet or a local network.

Individualized self-paced e-learning offline refers to situations where an individual learner is using learning resources such as a database or a computer-assisted learning package offline (i.e., while not connected to an Intranet or the Internet).

An example of this is a learner working alone off a hard drive, a CD or

DVD.

Group-based e-learning synchronously refers to situations where groups of learners are working together in real time via an Intranet or the Internet. It may include text-based conferencing, and one or two-way audio and videoconferencing.

Examples of this include learners engaged in a real-time chat or an audio-videoconference.

Group-based e-learning asynchronously refers to situations where groups of learners are working over an Intranet or the Internet where exchanges among participants occur with a time delay (i.e., not in real time).

Typical examples of this kind of activity include on-line discussions via electronic mailing lists and text-based conferencing within learning managements systems.

“Five Types of Content in eLearning” (Clark, Mayer, 2007).

Fact - unique data (e. g., symbols for Excel formula, or the parts that make up a learning objective)

Concept - a category that includes multiple examples (e. g., Excel formulas, or the various types/theories of Instructional Design)

Process - a flow of events or activities (e. g., how a spreadsheet works, or the five phases in ADDIE)

Procedure - step-by-step task (e. g., entering a formula into a spreadsheet, or the steps that should be followed within a phase in ADDIE)

Strategic Principle - task performed by adapting guidelines (e. g., doing a financial projection in a spreadsheet, or using a framework for designing learning environments)

Various technologies are used to facilitate e-learning.

Audio - the radio has been around for a long time and has been used in educational classrooms. Recent technologies have allowed classroom teachers to stream audio over the internet. There are also webcasts and podcasts available over the internet for students and teachers to download. For example, iTunes has various podcasts available on a variety of subjects that can be downloaded for free.

Video – allow teachers to reach students who are visual learners and tend to learn best by seeing the material rather than hearing or reading about it. Teachers can access video clips through the internet instead of relying on DVDs or VHS tapes. Websites like YouTube are used by many teachers. Teachers can use messaging programs such as Skype, Adobe Connect, or webcams, to interact with guest speakers and other experts. Interactive video games are being integrated in the curriculum at both K-12 and higher education institutions.

Computers, tablets and mobile devices - allow students and teachers access to websites and other programs, such as Microsoft Word, PowerPoint, PDF files, and images. Many mobile devices support m-learning.

Blogging - allow students and teachers to post their thoughts, ideas, and comments on a website. Blogging allows students and instructors to share their thoughts and comments on the thoughts of others which could create an interactive learning environment.

Webcams - the development of webcams and webcasting has facilitated the creation of virtual classrooms and virtual learning environments. Virtual classrooms supported by such technology are becoming more and more popular, especially since they are contributing as a main solution to solving problems with travel expenses. Virtual classrooms with such technology also provide the benefits of being easy to set up.

Whiteboards - Interactive whiteboards ("smartboards") allow teachers and students to write on the touch screen, so learning becomes interactive and engaging.

Screen casting is a recent trend in e-learning. There are many screen casting tools available that allow users to share their screens directly from their browser and make the video available online so that the viewers can stream the video directly. The advantage of such tools is that it gives the presenter the ability to show his ideas and flow of thoughts rather than simply explain them, which may be more confusing when delivered via simple text instructions. With the combination of video and audio, the expert can mimic the one-on-one experience of the classroom and deliver clear, complete instructions. From the learner's point of view this provides the ability to pause and rewind and gives the learners the advantage of moving at their own pace, something a classroom cannot always offer.

Advantages and disadvantages:

Key advantages of e-learning include:

Improved open access to education, including access to full degree programs

Better integration for non-full-time students, particularly in continuing education,

Improved interactions between students and instructors, Provision of tools to enable students to independently

solve problems, Acquisition of technological skills through practice with

tools and computers

Key disadvantages of e-learning, that have been found to make learning less effective than traditional class room

settings, include:

Potential distractions that hinder true learning, Ease of cheating, Bias towards tech-savvy students over non-technical

students, Teachers' lack of knowledge and experience to manage

virtual teacher-student interaction, Lack of social interaction between teacher and students, Lack of direct and immediate feedback from teachers, A synchronic communication hinders fast exchange of

question, Danger of procrastination.

Thank You for

Listening!

Prepared by:Jhoanne Estrella Rafon

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