My article is about how modern technologies are changing the
teacher-student-content relationships from the delivery of so-called 'distance' education courses. The term 'distance' is at issue here in the global network
environment. With new communication and collaboration tools, and possibilities
to disseminate high-quality audio, video and interactive materials over the
information superhighway, the process of educational design in relation to
distance education materials has new insight as we explore in order to improve
and even possibly re-engineer the whole ‘distance’ teaching and learning concept.
The educational design process changes with technology and provides many
examples of how modern tools and techniques are being used and implemented to
design quality socio-constructivist learning environments. This article shares
these ongoing processes at the University of Mauritius, Mauritius in which I'll
cover three. The two different e-Learning methodologies I will cover are namely
the e-book approach and rapid e-learning techniques; these can be used to
create a quality learning environment based on socio-constructivist learning
principles.
The Classic
e-Learning Model (the e-book)
The classic e-learning model is mainly content focused HTML
websites that are structured and chapters and sections. The e-book is a new
information technology innovation that teaches reading and acquisition of
information. The work is readable on the screen of a PC, a PDA (personal
digital assistant) or a reader specifically designed for that purpose (Kang et
al., 2009).
The ADDIE model has been subject to criticism as it is not
seen to be applicable in the modern technology-based error. ADDIE is like a
waterfall-like model that is used over a long period of time, and requires a
variety of resources and instructors with different skills so that a final product
may take form in the end (CreateDebate. com, 2009).
The e-book approach has come under scrutiny mainly by
proponents of socio-constructivism be argued that the world wide web is already
in abundance of content and adding more content to it would not be necessarily
a benefit to the learning transaction. The focus however should be on how to
use the abundance of material out there so as to design a more meaningful
learning activity and to actively engage the learners (Schneider, 2003).
The Rapid e-Learning Methodology
Rapid e-learning is a term that has emerged from the
software development industry based on the concept of rapid development. The
key here is to acquire the ability to develop and deploy high-quality
interactive multimedia e-learning courses which are generally short to medium
length learning units in a very short amount of time (Brandon, 2005).
Interactive video lectures which tries to re-create a
learning environment for the student feels that he or she is listening to a
live lecture but actually the control of the presentation goes to the learner
rather than the teacher as in a traditional face-to-face class.
There are three different metaphors that have been used for
rapid e-learning development, the tablet metaphor, lecture metaphor and the
interactive whiteboard metaphor. The key to the tablet metaphor is its simple navigational
structure and it's visually appealing icon-based design. It is basically a
redesigned e-book where the focus is on reducing the cognitive load of the
learner as it reduces the amount of text displayed on the screen. It is based
mainly on the traditional lecture style where a teacher would explain in detail
the different points highlighted in his PowerPoint presentation. But there are
three advantages over this tradition, first the lecturer can plan well in
advance what they want to say on a particular topic, second it minimizes the
division of attention that a student would give a traditional lecture, and last
the student can view a lecture as many times as they wish whenever they decide
to do so. And the interactive whiteboard metaphor can expand the lecture as it
provides the student with interaction to activities such as drag-and-drop as
well as controlling the flow of the lecture.
Reflection
Constructivism is an active process of knowledge
construction through development of competencies and skills through authentic
activities and through interaction with their environment (Shieh, 2012). The
concept of constructivist learning has often been extended to
socio-constructivism which further argues that by peer interaction, group
reflection and discussion, learners are able to challenge their own
representations and that of their peers to build on their existing knowledge (Wood
et al, 1995). So from this article we can find some design principles that can be applied to designing constructivist learning systems:
·
learning should be controlled by the learner
·
focus on solving real world problems
·
make reflective practice a priority
·
use authentic task and enable context and content
dependent knowledge construction
· always supports collaborative construction of
knowledge
Santally, M., Rajabalee, Y., & Cooshna-Naik, D. (2012).
Learning Design Implementation for Distance e-Learning: Blending Rapid
e-Learning Techniques with Activity-Based Pedagogies to Design and Implement a
Socio-Constructivist Environment. European Journal Of Open, Distance And
E-Learning.
Both the e-book and the e-learning technology resources for student learning is just in its infancy right now. I disagree with the authors in the view that adding more content to the world wide web (www) is not contributing to the massive amount of information available online. Quality material is needed for the www and this is one of the pros and cons to the www. e-learning is growth and in my mind the lack of visually appealing interactive multimedia resources is needed. I believe we will see both of these areas explode over the next 5 years. I like your comments about design principles and development. These are all great items when designing any learning activity or method.
ReplyDeleteRobert, sorry for the repost again. I forgot to add my name.
ReplyDeleteBoth the e-book and the e-learning technology resources for student learning is just in its infancy right now. I disagree with the authors in the view that adding more content to the world wide web (www) is not contributing to the massive amount of information available online. Quality material is needed for the www and this is one of the pros and cons to the www. e-learning is growth and in my mind the lack of visually appealing interactive multimedia resources is needed. I believe we will see both of these areas explode over the next 5 years. I like your comments about design principles and development. These are all great items when designing any learning activity or method.
Brian CdeBaca