Monday, May 11, 2009

Top 10 trends in e learning

1. E-learning in Web 2.0
2. Mobile learning
3. Wireless technology
4. Open educational resources
5. Learning objects
6. Personal learning environments
7. Virtual Classrooms
8. Gaming
9. Rapid authorising tools
10. Social Networks

E-learning 2.0

Web 2.0 is the online environment where people come to learn, this can be for any reason and is diverse. The entry standard for learning within Web 2.0 in most case does not exist, making access to the knowledge easy and possible for almost everyone.
Openness and micro content combine into a larger conceptual strand of Web 2.0, one that sees users as playing more of a foundational role in information architecture. ‘Web 2.0: A New Wave of Innovation for Teaching and Learning?’ By Bryan Alexander (2006)

Mobile learning

Highly functional, mobile computing is becoming more and more affordable. Almost everyone has a cell phone of varying discretions within them (in some cases 24/7). Mobile learning adopts these advances in technology and allows a learner to be extremely portable. By using handheld computers learners can literally take their learning anywhere. Mobile learning extends the learning beyond the class room and allows learners the choice of when and where to learn.

Mike Sharples’ Big Issues in Mobile Learning (2007) states “that mobile learning represents the next step in a long tradition of technology-mediated learning”.

Wireless technology
With the introduction of wireless internet no longer are learners and educators restricted in where they operate. Learning and facilitation can be conducted wherever a signal can be received. With the latest wireless technology educators and development specialists are able to reach even further into rural areas, farms, and wilderness. With radio, satellite, and Wi-Fi signals beaming two-way information from distant locations, people can participate in an almost any learning opportunity.

Open educational resources (OERs)
Collaboration beyond just the content has allowed developers to work together. The idea is to give access to anyone. It allows everyone the chance to modify or adapt the knowledge, programme, software etc to meet their needs, or to improve on the outputs to date. To be able to do this without the limitations imposed by copyright or intellectual property laws. It will allow facilitators access to information and tools that will only benefit the learners experience all the time ensuring up to date information is relayed to learners.

Wikipedia describes open sources as “An approach to design, development, and distribution offering practical accessibility to a product's source (goods and knowledge)”.

Learning objects

Learning objects are learning tools designed to be reused by other instructional staff in other contexts, in other areas of learning. There is a lot of debate about what exactly constitutes a learning object and whether one learning object can be transferred to another area without losing its value. The idea here is to take these learning objects store them in a place where they can be accessed by tutors, instructors teachers etc. Ideally these resources could then be accessed and adapted to meet the needs of different people or institutes who require the learning.

Koper (2003) who says that “In an ideal world of reusable learning objects, all objects could be used by a teacher for a course, irrespective of the pedagogy or 'learning design”.

Personal learning environments (PLE)

A PLE puts the control of learning environment in the hands of the learners. This has benefit of allowing the learner to manage their learning, allowing an individual to access information and learning that is important to them. This personal learning environment then allows the learner to manage their past, present and future learning, it can be used to provide an up to date record of the learning. It can be either personal or public depending on the needs.

Lubensky’s (2006) definition: A Personal Learning Environment is a facility for an individual to access, aggregate, configure and manipulate digital artifacts of their ongoing learning experiences.

Virtual Classrooms
Virtual worlds allows a user generated environment the provides relatively easy-to-use building and scripting tools which make it easy for users to create objects, experiences and environments including highly personalised avatars (in second like’s case), clothing, gadgets, vehicles, buildings and landscapes.

This type of environment enables learning to be created to bring student and teacher together where this was imposable before. Already a number of course already are being run from Art to Interior design. These virtual learning environments are ideal for role-plays and simulations and modelling of complex scenarios. These environments can be designed so that students can learn by exploring, interacting, reflecting on experiences or through problem solving.

This approach to learning is very consistent with constructivist learning, where knowledge is constructed by the learners as they actively problem solve in an authentic context, as opposed to more traditional instruction where knowledge is seen as an object transmitted from teacher to learner (Jonassen & Land, 2000).

Gaming
Apprehension about the quality of educational games stem for the wording. “Game” is seen as fun not work. I remember when simulation training based around some of the online war gaming was introduced into the military, the old school instructors and management saw this type of training as fun and not of any real value. Only after a concentrated effort and evaluation was this type of instructional media truly accepted.

Games are effective not because of what they are, but because of what they embody and what learners are doing as they play a game. ‘Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless’, by Richard Van Eck (2006)

Games enable the learner to problem solve and use skills in the environment in which they are expected to be performed. Learning is occurring in meaningful and relevant contexts. Feedback is instant in most cases. Playing is also one of human’s greatest learning mechanisms for not only children but adults also.

Rapid e learning tools

Rapid e learning tools are becoming more and more popular and available within the instructional design arena. This is in no small case due to the push towards quality eLearning more quickly. If an organisation has good people with sound instructional design knowledge and a robust process to design courses, training or curriculum these tools allow for the rapid development of quality training or educational resources.

In Tony Karrer Blog what is rapid elearning? He defines Rapid e learning as; the term "Rapid eLearning" has taken on a life of its own and now normally means: rapid creation of courseware by people who are less experienced with courseware development particularly subject matter experts.

Social Networks

Social networks have allowed learners and educators the ability to gather in communities of learning. These networks allow learners and educators the ability to interact with like minded individuals and exchange information, views or ideas. Each network is usually designed around a common thread and can be used both in a public or private.

With the growth of social networks, group discussion forums, Blogs etc all of which can be linked by common themes, phrases or Tags allow a person to quickly establish a community of their own that reflects their personal learning wants without having to be tied to any one group. The individual learner can be a member of as many groups as they choose and can contribute as much and as often as they need.

Summary
The 10 trends outlined here show the increased use and ability for learners and educators to use the e-learning environment in myriad of different ways. Tools are being developed that not only enhance learning g but increase a person’s access to it. The learning now can be better adapted for an individual’s needs by either the individual or the institute providing the learning. Collaborative approaches enable good if not best practise to be shared along with resources and knowledge.

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