Educational institutions began to take advantage of the new medium by offering distance learning courses using computer networking for information. Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with museum education.
Even in recent years, videoconferencing has risen in popularity to reach over 20, students across the United States and Canada in — Disadvantages of this form of educational technology are readily apparent: image and sound quality is often grainy or pixelated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast, space becomes an issue; and specialised equipment is required for both the provider and the participant.
With the advent of World Wide Web in the s, teachers embarked on the method using emerging technologies to employ multi-object oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for its students. By , the first online high school had been founded.
In , Graziadei described criteria for evaluating products and developing technology-based courses that include being portable, replicable, scalable, affordable, and having a high probability of long-term cost-effectiveness. Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimate the number of K students enrolled in online distance learning programs increased by 65 percent from to , with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.
According to a study conducted by the U. Computer-mediated communication CMC is between learners and instructors, mediated by the computer. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks. Students growing up in this digital age have extensive exposure to a variety of media. In the fall of , more than 6 million students enrolled in at least one online course. Various pedagogical perspectives or learning theories may be considered in designing and interacting with educational technology.
E-learning theory examines these approaches. These theoretical perspectives are grouped into three main theoretical schools or philosophical frameworks: behaviorism , cognitivism and constructivism. This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan Pavlov , Edward Thorndike , Edward C. Tolman , Clark L. Hull , and B. Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis.
Teaching in behaviorism has been linked to training, emphasizing the animal learning experiments. Since behaviorism consists of the view of teaching people how to do something with rewards and punishments, it is related to training people. Skinner wrote extensively on improvements of teaching based on his functional analysis of verbal behavior   and wrote "The Technology of Teaching",   an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction.
Ogden Lindsley developed a learning system, named Celeration, that was based on behavior analysis but that substantially differed from Keller's and Skinner's models.
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Cognitive science underwent significant change in the s and s to the point that some described the period as a "cognitive revolution" particularly in reaction to behaviorism. It refers to learning as "all processes by which the sensory input is transformed, reduced, elaborated, stored, recovered, and used" by the human mind. The Cognitive concepts of working memory formerly known as short-term memory and long-term memory have been facilitated by research and technology from the field of Computer Science.
Another major influence on the field of Cognitive Science is Noam Chomsky. Today researchers are concentrating on topics like cognitive load , information processing , and media psychology. These theoretical perspectives influence instructional design. There are two separate schools of cognitivism and these are the cognitivist and social cognitivist.
The former focuses on the understanding of the thinking or cognitive processes of an individual while the latter includes social processes as influences in learning besides cognition. Educational psychologists distinguish between several types of constructivism : individual or psychological constructivism, such as Piaget's theory of cognitive development , and social constructivism. This form of constructivism has a primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives.
Education Conferences 12222 / 2020
Under this framework the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught.
Jonassen suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners. Educators utilizing a constructivist perspective may emphasize an active learning environment that may incorporate learner centered problem-based learning , project-based learning , and inquiry-based learning , ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities. An illustrative discussion and example can be found in the s deployment of constructivist cognitive learning in computer literacy, which involved programming as an instrument of learning.
From a constructivist approach, the research works on the human learning process as a complex adaptive system developed by Peter Belohlavek showed that it is the concept that the individual has that drives the accommodation process to assimilate new knowledge in the long-term memory , defining learning as an intrinsically freedom-oriented and active process. The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning.
For example, "hybrid learning" or " blended learning " may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning. E-learning may either be synchronous or asynchronous.
Synchronous learning refers to the exchange of ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students become more open minded because they have to actively listen and learn from their peers.
Synchronized learning fosters online awareness and improves many students' writing skills. Asynchronous learning may use technologies such as learning management systems , email , blogs , wikis , and discussion boards , as well as web -supported textbooks,  hypertext documents, audio  video courses, and social networking using web 2.
At the professional educational level, training may include virtual operating rooms. Asynchronous learning is beneficial for students who have health problems or who have child care responsibilities. They have the opportunity to complete their work in a low stress environment and within a more flexible time frame. If they need to listen to a lecture a second time, or think about a question for a while, they may do so without fearing that they will hold back the rest of the class. Through online courses, students can earn their diplomas more quickly, or repeat failed courses without the embarrassment of being in a class with younger students.
Students have access to an incredible variety of enrichment courses in online learning, and can participate in college courses, internships, sports, or work and still graduate with their class. Computer-based training CBT refers to self-paced learning activities delivered on a computer or handheld device such as a tablet or smartphone. Computer-based training is conceptually similar to web-based training WBT which are delivered via Internet using a web browser.
Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple choice questions, drag-and-drop, radio button, simulation or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in the form of certificates.
CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance the learning. Help, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs is often more complex than a subject matter expert or teacher is able to use.
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Computer-supported collaborative learning CSCL uses instructional methods designed to encourage or require students to work together on learning tasks, allowing social learning. CSCL is similar in concept to the terminology, "e-learning 2. This collaborative learning differs from instruction in which the instructor is the principal source of knowledge and skills. In contrast to that linear delivery of content, often directly from the instructor's material, CSCL uses social software such as blogs , social media, wikis , podcasts , cloud-based document portals, and discussion groups and virtual worlds.
Collaborative apps allow students and teachers to interact while studying. Apps are designed after games, which provide a fun way to revise. When the experience is enjoyable the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. Classroom 2.
Known as "eTwinning", computer-supported collaborative learning CSCL allows learners in one school to communicate with learners in another that they would not get to know otherwise,   enhancing educational outcomes  and cultural integration. Further, many researchers distinguish between collaborative and cooperative approaches to group learning.
For example, Roschelle and Teasley argue that "cooperation is accomplished by the division of labour among participants, as an activity where each person is responsible for a portion of the problem solving", in contrast with collaboration that involves the "mutual engagement of participants in a coordinated effort to solve the problem together. This is an instructional strategy in which computer-assisted teaching is integrated with classroom instruction.
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Students are given basic essential instruction, such as lectures, before class instead of during class. Instructional content is delivered outside of the classroom, often online. The out-of-class delivery includes streaming video, reading materials, online chats, and other resources. Numerous types of physical technology are currently used:   digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media , and LCD projectors. Combinations of these techniques include blogs , collaborative software , ePortfolios , and virtual classrooms.
The current design of this type of applications includes the evaluation through tools of cognitive analysis that allow to identify which elements optimize the use of these platforms. Video technology  has included VHS tapes and DVDs , as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video and webcams. Telecommuting can connect with speakers and other experts.
Interactive digital video games are being used at K and higher education institutions. Radio offers a synchronous educational vehicle, while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly. Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.
In combination with audio and video, the educator can mimic the one-on-one experience of the classroom.