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'instruction'에 해당되는 글 13

  1. 2010.12.08 E-learning 3.0
  2. 2010.11.12 The power of E-learning
  3. 2010.11.11 Reusable Learning Project
 

E-learning 3.0

Education | 2010. 12. 8. 05:37 | Posted by 스마트 안전보건

This is an article from Steve Wheeler, who is an educational technology professor

at University of Plymouth in UK. It deals with E-learning 3.0 with 4 categories.

I especially like 3D visualization and interaction, in which Augmented Reality in

education belongs to. Just have a look and grab some ideas.

I'm excited by the future. It's something I have always looked forward to! But what will e-learning look like in a few years time? When Stephen Downes laid down his manifesto for e-Learning 2.0 in 2005, he tapped into the zeitgeist of emerging social technologies and theorised a number of possibilities. Four years on technology is moving ever more rapidly, and a reappraisal of learning within digital spaces is overdue.
In conversation earlier today on Twitter with Sue Waters and Darcy Moore, we discussed what learning would look like in a Web 3.0 world, and how it might differ from current learning. This led me to revisit some thinking I have been doing recently about what for the sake of convenience I will call 'e-Learning 3.0'. I will try to encapsulate some of these thoughts here, attempt some (hopefully not too dangerous) predictions, and hopefully promote some discussion. I believe that e-Learning 3.0 will have at least four key drivers:
  1. Distributed computing

 

  1. Extended smart mobile technology

 

  1. Collaborative intelligent filtering

 

  1. 3D visualisation and interaction
Firstly, in a Web 3.0 world we will not only tap into the semantic web with all it promises, but e-Learning 3.0 will transgress the boundaries of traditional institutions, and there will be an increase in self-organised learning. Why? Because we will gain easier access to the tools and services that enable us to personalise our learning, and these will be aggregated more easily too. Additionally, with new cloud computing and increased reliability of data storage and retrieval, the mashup is a viable replacement for the portal which will lead to less reliance on centralised provision. This in turn may hasten the death of the ailing institutional VLE.

Secondly, many commentators such as
Derek Baird believe that Learning 3.0 is all about mobile technologies. Mobiles will play a big part in the story of e-Learning 3.0. There will need to be ubiquitous access to tools, services and learning resources, including people - peer learning group, subject specialists and expert support. With smart phone devices and better connectivity through constantly improving line-of-sight (satellite and wireless) networking services, there is little to stop learners everywhere from accessing what they need on the move, from virtually anywhere on the planet. Digital divides of the future will not focus on 'have and have not' socio-economic divides, but will more likely be 'will and will not' psychological divides, and 'can and cannot' skills divides.

Thirdly, truly collaborative learning will be possible in all contexts. Through predictive filtering and massively multi-user participative features, e-Learning 3.0 will make collaborating across distance much easier. With the best will in the world, very little collaborative learning occurs through the use of wikis and blogs, whilst social networks generally connect people but often superficially, and can also isolate. In a recent post entitled
Is Twitter the semantic web?, I speculated on Twitter's functionality and suggested that through its primitive filtering tools such as RT, DM, @ and #tagging, we are witnessing some of the early semantic features that enable users to work smarter and more collaboratively. Intelligent agents will take this a lot farther.

Finally, 3D visualisation will become more readily available. Quicker processing speeds and higher screen resolutions will provide opportunities for smoother avatar-driven 3D interaction. Multi-gesture devices which will operate in 3D space will also become more widely available, reminiscent of the opening scenes of the science fiction film Minority Report. Touch surface interfaces are already here (I have one on my laptop) and multi-touch versions too (my iPhone has one) which will ultimately signal the demise of the mouse and keyboard. See David Beers blog for more on these ideas. 3D multi-touch interfaces will make a whole range of tasks easier including file management, fine motor-skill interaction, exploration of virtual spaces and manipulation of virtual objects.

Read more at steve-wheeler.blogspot.com

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The power of E-learning

Education | 2010. 11. 12. 04:09 | Posted by 스마트 안전보건

E-learning is the education system that people can't ignore or should keep up with

at the 21st century for their lifelong education.

Nowadays, the term, Distributed Learning System, is more used than e-learning.

It is because distributed learning has much wider range of meaning.

 

One of the basic tenets of adult learning is that learning needs to take place at the time that the knowledge is required.

In today’s business climate, the performance of your people is a critical differentiator for your business’ success. When change is the only constant, your organization must establish a baseline of competency and skills among your workforce.
No matter the size of your organization
can move your organization forward by delivering measurable results that drive performance.
Learning Portal: Often when businesses look into assessed eLearning solutions they run into three potentially scary letters
Social Learning: Social learning is a powerful training tool for any sized company.
This is one reason why providing self-paced and e-learning is such a powerful and effective investment for businesses. E-learning can provide every employee
consistent learning that is available at the time they require it.
mLearning:
Webcasts/Meetings:Read more at www.trainingmag.com

 

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Reusable Learning Project

Education | 2010. 11. 11. 06:15 | Posted by 스마트 안전보건

THE REUSABLE LEARNING PROJECT

스크린샷_2010-11-10_오후_2.13.11.png 

The Reusable Learning project received initial funding from the National Science Foundation in Fall 2003 as part of the National Science Digital Library initiative (NSF DUE-0333590). The project will conclude in Fall 2005. The objectives of the project are to:
Develop Reusable Design Guidelines intended for content authors and digital repository managers. They provide a set of specific actions that can be taken in five areas to improve the reusability of digital learning resources. These guidelines, and other resources developed by the project, synthesize the body of research and practice that has built up in this domain.
Developing recommendations on how collections can expose reusable content in searches.
Disseminate these guidelines and recommendations, and train NSDL project participants on their use, through a series of workshops, and through the development of this web site and other resources.
All resources produced by this project are applicable to the entire educational community.
스크린샷_2010-11-10_오후_2.13.26.png
The following topics provide an introduction to the concepts of reusability, and the factors affecting reusability:
The Case for Reusability
What, How and by Whom
Introduction to Reusable Design
Factors Affecting Reusability
Granularity (or aggregation level)

 

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