DESIGNING E-LEARNING (CHAPTER 1)
E-learning means using electronic
technologies to make learning possible. E-learning varies in many forms such
as;
1) Standalone courses: Courses are taken by a solo learner.
2) Learning games and simulations: Learning is done with simulated
activities and these activities aim to explore and discover something.
3) Mobile learning: Learners use mobile devices in classrooms.
4) Social learning: Learning is done through with a community of
experts and fellows. It is based ın social networking.
5) Virtual classroom courses: Learning through reading assignments,
presentations via social media.
Design is so important.
E-learning could be bad or good, it depends on its design. Design controls what
we do, it involves judgement and creativity. There is instructional design
which is so important, as well. When you have bad design, it means you have bad
instructional design. So design must be applied to every phase of E-learning.
E-learning has six phases which are hierarchically ordered. The topmost phase
is curricular which is composed of courses and the undermost phase is media
which includes the words, pictures, voice, music.
The key points to achieve
effective E-learning are;
- You should start with good
instructional design which requires selecting, organizing the learning
experiences to teach somebody.
- Instructional design should
be simple, quick and informal.
- Instructional design
determines everything so before buying technology you should design your
instructional.
- With a good design you can
avoid common failures.
- There is no guarantee of
successful learning.
- Design must be suitable for
all levels.
Learners' needs and abilities
should be known. And the most important capabilities and traits are;
a) Motivation for learning
b) Psychomotor skills
c) Attitude and mindset
d) Mental discipline
e) Communication and social
skills
f) Talents and intelligences
g) Media preferences
h) Background knowledge and
experience
ı) Learning conditions
i) Locus of control
j) Style of prior education
k) Digital fluency
Good learning goals are clear
and precise. You should think about learners, subjects, situations and
requirements. The time you have determined what goals to teach, you need to
decide the order in which learners will achieve these goals. There main
sequences are;
1) Bottom
up: Teach prerequisite objectives before objectives that require these
prerequisities.
2) Top
down: Start learners at top objectives as if they have all the prerequisities.
It is good for experts and it's used for efficiency.
3) Sideways: Let learners discover the subject freely. It is a good
choice for learners who like discovering.
By looking at what knowledge
the learner need, what the learner should do with knowledge and how the learner
will connect the knowledge to his work and life, you should turn goals to
learning goals.
Tests are another maing part
of the object since a learning requires learning activities and tests. Tests
tell you how well your design is and help learners observe their own
development. By developing tests first, you can save time and money and your
teaching becomes more effective.
Effective development is a
cycle so it is cumulative. You should re-design, build and evaluate but not
repeat.!
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Absorb activities
consist of informations that learners take to understand the knowledge from
that info. Absorb activity learners are physically passive but mentally active.
The content (the teacher or the writer of it) is in charge.
The most common
types of Absorb activities are;
- Presentations (learners listen to slide shows, demonstrations)
- Readings (learners read online)
- Stories by a teacher (learners listen to a story told by the teacher)
- Field trips (learners visit museums, historical sites)
There are six types of learning
objectives to common types of Absorb activities which are listes below.
In brief, Absorb activities
supply info to learners. In Absorb activities, learners read,watch,listen and
wander. In well-desgined Absorb activities, learners also consider, select,
collect information.
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According to William Horton, there are
three different types of activities in e-learning. We mentioned about the first
one before. The second one is do type activities. These activities make you
start act, explore, discover, practice, refine and perfect knowledge and
skills. Do type activities cover practice, discovery and playing games.
Practice activities give learners
experience applying information, knowledge, and skills then receive feedback.
They improve learning. Drill and practice, hands on, guided analyses and
teamwork activities are important parts of practice activities section.
Types of Practice Activities
- Drill-and-practice activities - are the repeated application of a
series of similar, simple tasks. They help learners automate skills and
improve fluidity of application.
- Hands-on activities - allow learners to perform tasks with
real tools but with guidance. They teach real tasks and help learners
apply theory.
- Guided-analysis activities - lead learners through an analysis task
with step-by-step instructions. They strengthen a learner’s ability to
perform a complex cognitive task.
Game and simulations apply skills in a safe
environment. Gain insight and confidence solving realistic problems in and
entertaining context. Quiz show games, puzzles, adventure games, personal
response simulations, mathematical simulations and environmental simulations
are some materials and techniques for game and simulations section.
Discovery activities involve experimenting
and exploring. The goal is to lead learners to discover concepts, principles
and procedures on their own. Virtual laboratories, case studies and role
playing are needed in discovery activities.
Types of Discovery Activities;
- Virtual laboratories - where learners interact with a system
to discover principle and refine thinking. Virtual laboratories are useful
for hard knowledge.
- Case studies - where learners analyze a complex,
real event or situation to understand its underlying causes and concepts.
They then draw conclusions, abstract principles, or make recommendations.
In all practices, interactions are student
to student, Do type activities are connected to absorb and connect type
activities.
Last but not the least, Horton says that
"While Absorb activities are the nouns, Do activities are the verbs of
learning. They put people into action.
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Connect activities integrate what we are learning with what we know.
They don't add so much new knowledge related to previously learned skills and
knowledge. They add higher-level knowledge and skills. To understand the connect
activities, we need to ask the purpose of the activity. If the purpose is to
teach something new, it is a Do or an Absorb activity. If the purpose is to
link to something already known, it is a Connect activity.
Common types of Connect
activities;
·
Ponder Activities -
require learners to think deeply about a subject. They require learners
to evaluate examples, summarize learning and brainstorm ideas.
·
Questioning
Activities - let learners fill in gaps and resolved
confusion by asking questions of teachers and fellow learners.
·
Stories by Learners -
require learners to recall events from their own lives.
·
Job Aids -
are tools that help learners apply learning to real-world tasks.
·
Research Activities -
require learners to discover and use their own sources of information.
·
Original Work -
requires learners to perform genuine work and submit it for critique.
Connect
Activities must be used when;
·
Application is crucial.
·
Application is not enough.
·
You teach a general subject.
·
Learners doubt applicability of material.
·
Learners cannot make connections by themselves.
Connect activities make sure that people can apply what they learned.
They don't usually teach knowledge, but make known-knowledge more useful.
Connect activities range from a simple questioning to work projects. To form
effective Connect activities, a person has to start with a specific idea of
what he wants to connect.
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When we’re talking about games and
simulations, actually we’re talking about learning by playing. Games and
simulations can be individual or more like group works. They are so funny
activities that the teacher can attract the students’ attention by using these
activities . Listeners are not passive actually, because the games that are
played in the classroom need active interaction. In games and simulations, as
we already indicated in other chapters, design is so important. One may ask
“Why do we use games for learning?”, the answer is obvious; games let learners make
mistakes without suffering permanent consequences, they encourage learners to
pause, reflect, and revise, and they simplify complex situations. And the
reason why we need to resort to games is there are a lot of people who must be
educated.
Here are some types of learning games;
·
Quiz-show
games
·
Word games
·
Task
simulations
In brief,
Games and simulations can provide practice
and test learning. They can serve as Do activities,tests,topics and lessons.
Design is so important.
Social learning involves learning by
communicating with other individuals. This interaction is an active process.
The interaction may be via the direct exchange of messages, such as e-mails,
blog entries or even simple tweets. Interaction can occur through slide shows
and interviews, as well. Social learning brings us feedback from others, dialog
with our superiours, collaboration on a single project...
Social learning
doesn't mean only using social media or social networking. Social learning can
happen everywhere. And the aim of using social learning is to make learning
more reliable, enjoyable, to teach difficult subject and to implement learning
quickly and inexpensively.
There are a lot
of patterns of interaction. These are used as building blocks to create rich
social learning activities and lessons. Such as; presentation pattern,
question-and-answer pattern, post-and-comment pattern, group-discussion pattern
etc.The main tool of the social learning is discussion. It is the lifeblood of
social learning. Discussions provide technology, procedures, and guidance to
produce productive conversations.
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