Chap 4.e.lean - Framework
Chap 4.e.lean - Framework
Chapter 4: E-Learning
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CHAPTER OVERVIEW
4.1 Preamble
4.2 What is e-learning?
4.3 Why e-learning?
4.4 Continuum of approaches in
e-learning
4.5 E-learning pedagogical
framework
4.6 Learning outcomes
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Chapter 4: E-Learning
4.1 PREAMBLE
This chapter introduces the concept of e-learning and how it has been variously
defined and its benefits. Focus is on an E-Learning Framework and the different
components that interact to produce the desired learning outcomes. Emphasis is on
how e-learning can be implemented at all levels of education; from preschool to
university.
4.2 WHAT IS E-LEARNING?
The emergence of web technologies and tools has seen a resurgence in the
adoption of e-learning in education and training. Besides web technologies, the vast
amount of resources available on the web (for which much is free) has prompted
several educational institutions to aggregate and re-package them for use as learning
materials in various disciplines and areas of study. Despite these advancements,
technology is not being used innovatively in education though it may sit quite
comfortably within current teaching and learning. It may partly be due to the lack of
conclusive evidence on the effectiveness of these tools and technologies in enhancing
teaching and learning. At the very best, e-learning tends to be confined to a small
circle of individuals, which is representative of the situation in Malaysia.
The word has been written in many different ways: e-Learning, eLearning,
ELearning, E-Learning. Besides that, other terms have been used interchangeably
with e-learning and they include:
online learning
online education
technology-based learning/ training
web-based learning /training
computer-based training (generally thought of as learning from a CD-ROM)
To add to the confusion there are also many definitions on what it means and the
following are some examples:
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Nick can Dam (2004) argue that e-Learning is no longer a new phenomenon,
but has not ceased to be a hot topic. Many educational institutions and industrt are
discovering what works and what doesn't work in the brave new world of e-learning.
E-Learning is a broad term used to describe learning done at a computer. The use of
network technologies has enabled developers to create, foster, deliver, and facilitate
learning, anytime and anywhere. It has made learning accessible to more people and
to keep ahead of the rapidly changing global economy.
E-learning allows one to learn anywhere and usually at any time, as long as
you have a properly configured computer. E-learning can be CD-ROM based,
network-based, intranet-based or internet-based. It can include text, video, audio,
animation and virtual environments. It can be a very rich learning experience that can
take place in primary school, secondary school, colleges, universities and training
organisations.
4.3 WHY E-LEARNING?
Why e-Learning? E-learning has certain benefits compared to traditional classroom
teaching. The most obvious being flexibility with learners not having to leave their
place of work or having to travel long distances. The other benefits are as follows:
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4.4 CONTINUUM OF APPROACHES IN E-LEARNING
Degree of Blending
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However, the learner interacts with the tutor and other students through the online
forum and chat room or even through video and audio conferencing.
In between these extremes, are several variations of e-learning and this has
termed as the blended approach. It depends on the design of the e-learning approach
adopted. For example, an institution may adopt a blended approach which combines
both face-to-face teaching and e-learning. The blend can vary from 70% face-to-face
and 30% e-learning where learners are encouraged to spend time discussing key
concepts and principles online or doing a group project online using a wiki or chatting
live with an online tutor. Computer-mediate communication in the form of discussion
forum, chat room, audio and video conferencing are available in which learners
interact with the instructor and other learners. There is still face-to-face interaction but
the contact time has been reduced. The role of the instructor fades to that of a
facilitator. The facilitator/instructor meets learners at specific intervals (such as once
every 4 week over a 14 week semester). All learning materials are made available on
the web which learners can download. Learners are given freedom to purse topics
which they want to and schedule their own time between face-to-face sessions.
Some e-Learning courses deliberately shift between the instructor-centred to
learner-centred approach during the progress of the course. The course may start with
the instructor firmly in charge, setting the pace, giving assignments, presenting
information and grading results. As the course progresses, the instructors role fades,
with the instructors responsibilities being taken up by learners discussing among
themselves. By the end of the course, learners are prepared to apply their learning
alone.
Research has shown that most people enjoy and learn better through social
interaction, and that there is a basic truth in the statement that learning is a social
activity [Remember this was mentioned by Vygotsky in Chapter 2]. As technical and
infrastructural issues associated with the Internet and computing become less of a
constraint it may be possibly for learning to migrate more toward collaborative
learning.
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4.5 E-LEARNING PEDAGOGICAL FRAMEWORK
Technology Design
Content Design
Learning Design
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b) Content Design
Content design refers to the development and aggregation of content that will
promote the desired learning boutcomes. This includes profiling the learner,
stipulation of the aims, objectives & learning outcomes of the course,
principles guiding selection of content and sequencing of content, guidelines
on writing style, user-friendliness and physical layout presentation [This
component of the E-Learning Framework is explained in more detail in
Chapter 6 Content Design]
VIRTUAL
LEARNING
PLATFORM
LEARNING
ACTIVITIES
Technology
Design
Learning
Design
LEARNING
OUTCOMES
Content
Design
E-CONTENT PRINCIPLES
c) Learning Design
Learning design is the deliberate choices about what, when, where and how to
teach. It is the task of getting learners to interact with the content supported by
appropriate tools and technologies. It may be summarised as the design of
activities that will spur:
Learner-Content interaction
Learner-Learner interaction; and
Learner-Teacher interaction
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Learning design is facilitated though Learning Activities which are the
tasks and exercises that assist students in making meaning from the contents
of a subject or course. Learning activities which may include small group
discussion, project work, debates, role playing, simulations, games and so
forth are designed to ensure that the learner grasps the knowledge easily,
retains the knowledge successfully, and is capable of transferring the
knowledge through application in a real world situation (Teo & Williams,
2006). [This component of the E-Learning Framework is explained in more
detail in Chapter 7 Learning Design]
d) Learning Outcomes
Whatever one does in the classroom, the key question that will be asked by
teachers; is whether learning will be enhanced or improved. The framework
predicts that the interface between technology, content and learning design
will result in enhanced learning (Jonassen, Howland, Mara & Crismond,
2007; Laurillard, 2003). Teachers will not be persuaded to use technology
unless they can be convinced that their students will understand better, are
able to remember, are able to apply concepts, are able to solve problems, are
able to create and so forth. [This component of the E-Learning Framework
is explained in more detail in this chapter]
4.3 LEARNING ACTIVITY
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Lesson
Learning
Outcomes
Subject
Learning
Outcomes
e.g. Science
Curriculum
Learning
Outcomes
e.g. Primary
School
Curriculum
Specific
Doable
Understandable
Measureable
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The creation of learning outcomes is not a precise science and they require
considerable thought to write. It is easy to get them wrong and create a learning strait
jacket. Dror, Schmidt & OConnor (2011) argue that technology can be a very
powerful tool in achieving these learning outcomes, but only if it is used correctly.
B) WHY STATE LEARNING OUTCOMES?
The above statement is the crux of the E-Learning Framework and is the concern of
most teachers. Teachers will be motivated to incorporate technology in their
classroom if they enhance and contribute to learning; i.e. ..the focus must be on what
the students learn...what they will remember in the long term and apply to their
practice. The stipulation of learning outcomes tends to make your teaching more
student-centred; a shift from the content of a subject (what you teach) and towards
what students will be able to do on successful completion of your lesson, topic or
subject.
Learning outcomes can:
help to guide students in their learning in that they explain what is expected
of them, in turn helping them to succeed in their studies.
help teachers to focus on exactly what they want students to achieve in terms
of both knowledge and skills.
provide a useful guide to inform the community what students should be able
to do. Example; what knowledge and skills does a student who has completed
UPSR possess; what knowledge and skills does a student who has completed
PMR possess and so forth [Not so much the number of As obtained!].
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YES
NO
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students will complete their schooling knowing only how to take tests....with no
attempt to understand the knowledge being tested (Jonassen, Howland, Marra &
Crismond, 2008).
The tests assess skills and knowledge that are detached from their
everyday experience, so they have little meaning. The testing process
is individual, so students are enjoined from cooperating with others.
The tests represent only a single form of knowledge representation,
so students are not able to develop conceptual understanding, which
requires representing what you know in multiple ways. Simply stated,
learning to take tests does not result in meaningful learning (Jonassen,
Howland, Marra & Crismond, 2008, p.2).
Intentional
Colloborative
Authentic
Active
Constructive
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INTENTIONAL
Learning is goal-directed, i.e. everything that we do is intended to fulfil some goal.
Students learn to achieve a goal and technology can be used to enable learners to
understand better and learning meaningfully.
ACTIVE
Meaningful learning requires learners to be actively engaged in a meaningful task in
which they manipulate objects and the environment they are working in and observing
the results of their manipulations.
CONSTRUCTIVE
Besides being active, the learner should be involved in the construction of meaning on
what they have learning. Learners should reflect on their experiences by integrating
their new experiences with their prior knowledge.. Essential that learners articulate
what the lessons thy have learned from the learning activity. The active and
constructive parts of the meaning making process are symbiotic. They both rely on
the other for meaning making to occur.
AUTHENTIC
Most learning in school and higher education tends to involve the memorisation of
concepts and principles that are then applied to canned problems, meaning that they
are far removed from their natural context. Meaningful learning has to be is embedded
in real-life and authentic situations to allow learners to practice using the concepts and
principles learned.
COLLABORATIVE
Humans build knowledge in groups or as a community. In the real world, humans
work with others to help solve problems and perform tasks. Then why do educators
insist that learners work independently so much of the time? Schools generally
function based on the belief that learning is an independent process, so learners
seldom have the opportunity to "do anything that counts" in collaborative teams
despite their natural inclinations. When students collaborate . without permission,
educators may even accuse them of cheating.
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Chapter 4: E-Learning
Based on the concept of meaningful learning, Jonassen et. al (2008) suggests the
following roles for technologies in supporting meaningful learning:
REMEMBERING:
Obviously, when we teach a particular lesson, we want students to be able to
remember what has been taught. What is remember? It is the ability to
list, define, name, state, recall, match, identify, tell, label, underline, locate,
select, and so forth. For example, you could a learning in which you want
students to be able to list the factors leading to the downfall of the Melaka
Sultanate; or define photosynthesis, state the formula for calculating specific
density, and label the parts of the human eye.
UNDERSTANDING:
Another phrase that is often used by teachers is, I want students to
understand. What do you mean by understand? Oftentimes, we equate
understanding with being able to recall or identify. According to Bloom, it is
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Chapter 4: E-Learning
much more than remembering, because it involves a higher mental ability.
When a student understands something, he or she is able to explain,
distinguish, infer, interpret, convert, generalise, defend, estimate, extend,
paraphrase, retell in using own words, predict, rewrite, summarise, translate
and so forth. For example, to infer is to go beyond the given information; to
paraphrase is to translate words and phrases into ones own words and so
forth. For example, students should be able to explain in their own words the
meaning of a poem; be able to interpret a graph.
APPLYING:
You often hear that students are unable to apply the concept learned to the real
world! The ability to apply is a significant learning outcomes in many
different subjects. It requires the learner to apply a concept, principle, or rule
learned in the classroom to into novel or new situations in the real world.
How do you identify a student is able to apply? According to Bloom, a
student is able to apply when he or she is able to compute, demonstrate,
discover, manipulate, modify, give an example, operate, predict, prepare,
produce, relate, show, solve, use and so forth. For example, students should be
able to use the formula for projectile motion to calculate the maximum
distance a long jumper can jump; be able to apply statistics to evaluate the
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ANALYSING:
The ability to analyse is a powerful thinking skill that should be inculcated at
all levels of education. What is analysing? Generally, analysing requires the
student to identify component parts and describe their relationship; break
down material or concepts into its component parts, distinguishes between
facts and inferences and so forth. According to Bloom, the student who is able
to analyse is able to break down, compare, contrast, deconstruct, dissect,
differentiate, discriminate, distinguish, illustrate, infer, outline, relate, select,
separate and so forth. For example, students should be able to troubleshoot a
piece of equipment by using logical deduction; should be able to recognise
logical fallacies in reasoning; should be able to gather information from a
company and determine needs for training.
EVALUATING:
Evaluating is often associated with critical thinking. In other words, students
who are able to evaluate are good critical thinkers. What is evaluation or
critical thinking? Generally, evaluating is making judgment about events,
materials and methods; and making judgment about the value of ideas or
materials. In other words, it involves judging whether a statement or idea is
good or bad and being able to defend ones position. According to Bloom, the
student who is able to evaluate is able to appraise, compare, conclude,
contrast, criticise, defend, rank, give an opinion, discriminate, explain,
interpret, value, justify, relate, summarise, support and so forth. For example,
students are able to evaluate and decide on the most effective solution to a
problem, justify the choice of a new procedure or course of action.
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Chapter 4: E-Learning
CREATING:
Facts
Concepts
Graphs
Diagrams
Artefacts
Movement
Theories
Numbers
Principles
Tables
Pictures
Procedures
Drawings
Laws
Formulae
Generalisations
Maps
Equipment
Sound
Animation
Methods
History, Science,
Economics, Mathematics,
Geography, Commerce,
Biology, Physics, Civics,
Art, Music and so forth
Compare
Explain
Evaluate
Solve
Analyse
Apply
Draw
Interpret
Predict
Reflect
Feel
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Chapter 4: E-Learning
add
alphabetise
analyse
apply
arrange
assemble
attend
bisect
build
cave
categorise
choose
classify
color
compare
complete
compose
compute
conduct
construct
contrast
convert
correct
cut
deduce
defend
define
demonstrate
derive
describe
design
designate
diagram
distinguish
drill
estimate
evaluate
explain
extrapolate
fit
generate
graph
grasp
grind
hit
hold
identify
illustrate
indicate
install
kick
label
locate
make
manipulate
match
measure
modify
multiply
name
operate
order
organise
outline
pack
paint
plot
position
predict
prepare
present
produce
pronounce
read
reconstruct
reduce
remove
revise
select
sketch
ski
solve
sort
specify
square
state
subtract
suggest
swing
tabulate
throw
time
translate
type
underline
verbalise
verify
weave
weigh
write
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Chapter 4: E-Learning
4.9 CONCLUSION
In this chapter an E-Learning Framework was proposed involving the
interaction of three components technology design, content design and learning
design leading to realisation of several desired learning outcomes. In others words,
what knowledge students would acquire and what skills they would be able
demonstrate. Jonassen, Howland, Marra & Crismond (2008) proposed FIVE types of
learning outcomes while and Benjamin Bloom & associates way back in 1956
proposed SIX types of learning outcomes. Interestingly, Andrew Churches (2006)
proposed a Blooms Digital Taxonomy which emphasised Collaboration as a
separate element because collaboration is not a 21st century skills but is a 21st century
essential. Collaboration using technological tools is adopted throughout the six levels
to facilitate higher order thinking and learning. Collaboration is facilitated by tools
such as e-mail, chat rooms, video-conferencing, audio-conferencing, blogging,
twittering and others.
If we combine and accordingly adapt the two proposals, we get a more
comprehensive list of the desired learning outcomes of the E-Learning Framework
which are listed as follows:
NINE LOs
1.
2.
3.
4.
5.
6.
7.
8.
9.
Remembering / Intentional
Understanding
Analysing
Applying
Evaluating / Critical thinking
Creating / Construction / Creative thinking
Collaborating / Cooperating
Authentic / Real-world situations
Active
In the chapters that follow, we will discuss how technology, content and learning is
designed or integrated to achieve the NINE LEARNING OUTCOMES.
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Chapter 4: E-Learning
4.6 ACTIVITY
KEY TERMS
E-Learning
Blended learning
Online learning
Instructivist
Self-paced
Consistency
Constructive
Collaborative
Learning outcomes
Meaningful learning
Authentic
Analysis
Evaluation
Active
SUMMARY
The emergence of web technologies and tools has seen a resurgence in the
adoption of e-learning in education and training.
E-learning has been used interchangeably with online learning, technologybased learning/ training, web-based learning /training and computer-based
training.
Good e-Learning courses are self-instructional in that they allow the learners
to learn at his or her own pace accommodating the different learning styles of
learners through a variety of activities.
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The helpful hundred suggested 100 verbs that may be used in the
development of learning outcomes which are observable and measurable.
REFERENCES
Adam, S., 2004, Using Learning Outcomes, Report for United Kingdom Bologna
Seminar 1-2 July 2004, Heriot-Watt University (Edinburgh Conference Centre)
Edinburgh. Scotland.
Dror, I, Schmidt, P. & OConnor, L. (2011). A cognitive perspective on technology
enhanced learning in medical training: Great opportunities, pitfalls and challenges,
Medical Teacher. 33: 291296
Churches,
A.
(2009).
Blooms
Digital
Taxonomy.
http://edorigami.wikispaces.com/21st+Century+Learners
New
Zealand.
Jonassen, D., Howland, J., Marra, R. and Crismond, D. (2008). Meaningful learning
with technology. New Jersey: Pearson.