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Week 2 Chapter 1: e-Learning: Promise and Pitfalls.

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1 Week 2 Chapter 1: e-Learning: Promise and Pitfalls

2 Week 2: Agenda E-Learning Defined Is E-Learning better? Or just different? E-Learning Pitfalls Cooperative Project Questions

3 E-learning Defined E-learning is: training delivered on a computer (including CD-ROM, Internet, or intranet) designed to support individual learning or organizational performance goals. E-courses are developed to… provide information (inform courses) build job-specific skills (performance courses) Source: Clark, R. C., & Mayer, R. C. (2008). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2nd ed.). San Francisco: Jossey-Bass.

4 Design Architectures for E-learning Source: Clark, R. C., & Mayer, R. C. (2008). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2nd ed.). San Francisco: Jossey-Bass. ArchitecturePurposeExamples Receptive Inform (Show and Tell) New hire orientation Product updates Directive Procedural tasks (Tell and Do) Computer end-user training Guided Discovery Problem Solving Bank loan application analysis Sales Skills

5 Is E-learning Better? A review of online learning conducted by Tallent-Runnels et al. (2006) conduced that… “Overwhelming evidence has shown that learning in an online environment can be as effective as that in traditional classrooms.” In a comprehensive research bibliography of 355 research studies, Thomas L. Russell (2001), concluded that… “There was no significant difference in student outcomes between face-to-face and distance delivery courses.” Bernard, et al. (2004) compared outcomes of electronic DE courses with traditional classroom instruction. He observed…. “no practical differences in learning between face-to-face and electronic distance learning.”

6 Is E-learning better? Or just different? Four instructional methods unique to e-learning are: 1.Practice with automated tailored feedback. Learner’s actions can be evaluated by a program that responds with hints or feedback supporting immediate correction of errors. 2.Integration of collaboration with self-study. Under the right conditions, learning and working collaboratively can result in better outcomes than learning and working independently. 3.Dynamic adjustment of instruction based on learning. E-learning facilitates adaptive instruction—a form of learner control based on a continuous assessment of learner skills during the lesson, followed by branching to prescribed methods, topics, or lessons. 4.Use of simulations and games. E-learning facilitates the use of simulations in which realistic job problems can be presented in compressed sessions and controlled environments.

7 E-learning Pitfalls Two common barriers to the realization potential of online learning: 1.Losing site of the job. Designing e-learning lessons that transfer to the workplace and improve performance requires a detailed task analysis. Bypassing the task analysis may result in lessons that present knowledge and techniques out of context, resulting in instruction that does not yield a return on investment. 2.Media Abuse. Because it is easy to do, some novice courseware developers may be tempted to overload learner’s processing capabilities by including to much multimedia into a lesson. Humans have limited capacity to absorb information and over-use of software features can depress learning. In this course, we will adopt a series of research-based multimedia principles designed to promote learning through multimedia.

8 In Summary The challenge in e-learning is to build lessons in ways that are compatible with human learning processes. In this course, we will discuss a series of research-based principles designed to promote learning through multimedia. These multimedia principles will be incorporated into all of the projects and products we develop in this course.

9 The Cooperative Teams Group 1Group 2Group 3 Joshua McDonald Vincent Briseno Jackie Byford Roberta Pancheco Jaime Villarreal Jeff Blackman Joe Rizo Sheeba Thomas Juando Morales Blanca Garcia Emmanuel Rodriguez Joanna Brookland Priscilla Garza Juan Saldana Shannon Ferguson Bryan Hauf

10 The Cooperative Project You will conduct research on a 3-D virtual environment to analyze its potential for instructional and/or training applications. Document your work in a Wiki using PBWiki (http://pbwiki.com).http://pbwiki.com Put together a 5-10 minute narrated multimedia presentation. Wiki created in PBWiki Narrated Multimedia Presentation

11 The Report and Presentation Provide an overview of the research and theory, including research cited in the textbook, to support the utilization of Second Life as a tool for teaching and learning. Describe 3 interesting and useful educational/training resources. Describe a scenario for how Second Life can be used effectively in delivering instruction in an e-learning, higher education, or corporate environment. Describe the team's experiences interacting in Second Life and perceptions of Second Life as a instructional platform. Include at least 10 screenshots of the team interacting in Second Life in various contexts. Provide a list of all resources used in creating the report and multimedia presentation. All resources should be cited both in-text and in a References section and must be in APA format.

12 Grading Group Wiki: The entire group effort will be documented using PBWiki (see http://pbwiki.com). (5 Points) Research Report: The team will conduct research on a 3-D virtual environment to analyze its potential for teaching and/or training applications. (10 Points) Group Presentation: The team will document their findings and experiences through a 5-10 minute narrated multimedia presentation. (10 Points) Important Dates February 3, 2013: Register for Second Life Account. Feb. 10, 2013: Submit Cooperative Project Title and 100 word abstract. Mar. 31, 2013: Submit Cooperative Project Research Report (wiki). May 3, 2013: Submit Cooperative Project Multimedia Presentation (YouTube).

13 Registering for a Second Life Account The teams will use Second Life and its collaborative tools to meet, plan, prepare, and present their reports and presentations. Select your user name carefully. Once chosen, it can't be changed. For your first name, use a combination of your first initial + last name or first name + initial of last name. Then select an appropriate last name from the list provided. Example, my avatar's name = Rcorbeil Unplugged.

14 Questions?


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