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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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.