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Diapositivas

EDU 336 Assessing E-Learning

Idania Arroyo Inglés 14 diapositivas

Diapositivas del conjunto (14)

  1. Chapter 1

    • What is e-Learning?
    • As instruction designed to be delivered on a digital device that is intended to support learning.
    • Asynchronous e-learning is designed for self-study.
    • Synchronous e-learning is instructor lead presented at a fixed time
  2. Types of e-learning

    • Perform
    • Designed to build a specifically related skill that is performed in a course.
    • Inform
    • Developed primarily to provide information which could include a Perform related tax.
  3. Define e-Learning

    • Stores and transmits lessons in electronic form on external devices
    • Include content relevant to the learning objective
    • uses media elements
    • May be instructor-led
    • can create synchronous learner collaboration as in breakout rooms or asynchronous collaboration on discussion boards
    • Helps learners build new knowledge and skills linked to individual learning goals
  4. Is e-learning better?

    • A review of online learning by Tallent - Runnels, Thomas, Lan, Cooper, Ahern, Shaw and Lin (2006) concurs: " Overwhelming evidence has shown that learning in an online environment can be as effective as that in a classroom.
    • Classroom instructor-led training offers high social presence and opportunities for hands-on practice, but is instructor paced and content invariant, requiring all learners to proceed at the same pace and review the same content.
  5. The promises of e-Learning

    • 1. Customized Training
    • Self-study asynchronous e-learning has the potential to customize learning to the unique needs of each learner.
    • The customized training we mean tailoring content, instructional methods, and navigation based on the needs of individual learners.
    • The learner control is asynchronous which e-learning permits learners to progress at their own pace and select topics and methods that best meet their needs.
  6. Promises of e-Learning

    • Engagement in Learning
    • Behavioral and Psychological Engagement
    • Behavioral - any overt action a learner takes during an instructional episode
    • depress learning compared to methods that involve less learner activity
    • Clicking on-screen objects to reveal definitions or playing narrative based instructional game are two examples of active engagement that may not promote learning.
    • Psychological - cognitive processing of content in ways that lead to the acquisition of new knowledge and skills
    • For example: paying attention to relevant material, mentally organizing it into coherent representation, and integrating it with relevant prior knowledge.
    • E-Learning intended for prime psychological engagement includes adding relevant on-screen visuals, including worked out examples or problems to study before practice and asking pertinent questions during an online presentation.
    • Goal: To use media elements and instructional methods that promote psychological engagement that leads to the achievement of learning objectives.
  7. Promises of e-Learning

    • Multimedia
    • Combining text, audio, as well as still and motion visuals to communicate your content and help learners acquire relevant knowledge and skills.
  8. The promises of e-Learning

    • Promise 4: Acceleration of Expertise Through Scenarios
    • Studies of experts across a wide variety of domains show that about ten years of experience are needed to reach high levels of proficiency (Ericsson, 2006)
    • Troubleshooting equipment, some failures are infrequent and may require considerable time to resolve.
  9. The pitfalls of e-learning

    • Promise 5: Learning Through Digital Games
    • Adding games as a form of engagement
    • Rule-based simulated systems
    • responsible to the player
    • challenging
    • cumulative, allowing for assessment of progress toward goals
    • inviting, offering appeal and interest for the learners.
    • The goal of gamification is to provide learning experiences that are motivating, engaging, and effective.
  10. The Pitfalls of e-Learning

    • 1. Too much of a Good Thing
    • Due to cognitive system limitations and when it comes to instruction, less is more.
    • Learners learn more when there is less glitz.
  11. Pitfalls of e-Learning

    • Pitfall 2:L Not enough of a good thing
    • Wall of words approach ignores opportunities to leverage relevant visuals by providing explanations that use text and more text.
    • Page turners, omit interactivity other than the forward and back button.
  12. e-Learning Architectures

  13. What is effective e-courseware?

  14. Learning in E-Learning

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Diapositivas sobre EDU 336 Assessing E-Learning, creado por Idania Arroyo el 02/12/2017.
Creado por
Idania Arroyo
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