EDU 336 Assessing E-Learning
Slides do conjunto (14)
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- 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
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- 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.
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- 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
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- 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.
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- 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.
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- 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.
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- Multimedia
- Combining text, audio, as well as still and motion visuals to communicate your content and help learners acquire relevant knowledge and skills.
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- 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.
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- 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.
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- 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.
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- 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.
Informações
- Descrição
- Slides sobre EDU 336 Assessing E-Learning, criado por Idania Arroyo em 02-12-2017.
- Criado por
- Idania Arroyo · dez 2017
- Atualizado
- 3 dez 2017
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- 31
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