Slide 1: Instructional Media & Pedagogical Considerations
Dr. Jolly Holden Chairman Emeritus, United States Distance Learning Association
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Blended Learning:
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Slide 2: Why Blended Learning: The Challenge
Driven by the demand to increase learning opportunities, educators and trainers are continually challenged to develop and integrate instructional delivery options and reduce costs without impacting instructional integrity. Instructional designers and course developers are constantly searching for the for right mix of live and virtual courseware delivery methods, which leads to these questions: Q1: What is the most appropriate mix of instructional media, and… Q2: What are the variables to consider when selecting the most appropriate media?
Slide 3: Rules of Engagement for Blended Learning
Blended learning allows the instructional designer the opportunity to leverage the strengths of instructional media with the efficacy of the instructional components to ensure the instructional goal is attained. For a blended learning solution to be successful, it is imperative a thorough media analysis and needs assessment is conducted while addressing the fundamental components of the instructional systems design process. “Migrating to blended learning formats requires instructional design analysis that integrates with the technologies that will be utilized to deliver it.”
The e-Learning Developers Journal (2005)
Slide 4: Basic Blended Learning Concepts
• Delivery media does not affect the content, but affects how you
design the content • Asynchronous media is not adaptive to dynamic content • Synchronous media can accommodate dynamic content
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Slide 5: Basic Blended Learning Concepts
• Delivery media does not affect the content, but affects how you
design the content • Asynchronous media is not adaptive to dynamic content • Synchronous media can accommodate dynamic content • Blended learning integrates multiple media with the appropriate instructional strategies, and can also include • Collaborative tools used to facilitate the transfer of learning (wikis, discussion boards) • Adaptive tools used for dynamic content/increased interaction (blogs)
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Slide 6: Basic Blended Learning Concepts
• Delivery media does not affect the content, but affects how you
design the content • Asynchronous media is not adaptive to dynamic content • Synchronous media can accommodate dynamic content • Blended learning integrates multiple media with the appropriate instructional strategies, and can also include • Collaborative tools used to facilitate the transfer of learning (wikis, discussion boards) • Adaptive tools used for dynamic content/increased interaction (blogs) • Media attributes are important in that they may affect your choice of instructional strategies
North American Council for Online Learning, Blended Learning: The Convergence of Online and Face-to-Face Education, 2008
“Blended learning represents a [fundamental] shift in instructional strategy”
Slide 7: The Blended Learning Journey
This presentation will provide some background on blended learning and instructional media, as well as introducing variables to consider when developing a blended learning strategy as an integral component of a strategic blended learning plan. Additionally, this presentation will introduce the concepts of synchronicity (integration of learning environments) and elasticity (integration of instructional media with instructional strategies) to ensure the right mix is attained. Presentation objectives:
Define Blended Learning Review the Evolution & Genealogy of Instructional Media Define Learning Environments Identify Instructional Media Selection Considerations Identify & Evaluate Instructional & Pedagogical Variables Define Elasticity and Synchronicity
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Presentation Map
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Blended Learning Definitions Media Evolution Learning Environments
(synchronous & asynchronous)
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Learning Model
Learning Environment Component Media Component Instructional Component The Navigation Bar is located on each screen and by clicking the links provides direct access to that topic
Elasticity Implications
(examples from the enterprise)
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Blended Learning Definitions
Although the application of blended learning has been around for decades, there is no universally accepted definition. While it appears the term first appeared in the literature circa 1999, the following pages articulate several definitions that represent different perspectives in an attempt to define the term, but they all have one essential component in common...an integration of instructional media. The definitions offered in this presentation reflect 5 different perspectives concerning blended learning:
Holistic Educational Pragmatic Training Chief Learning Officer (CLO) Point of View
A rose by any other name is still a rose
More definitions of blended learning available at: http://www.nwlink.com/~donclark/hrd/elearning/blended.html
Slide 10: Click for Glossary
Blended Learning Definitions
A Holistic Perspective
The delivery of instruction using multiple media* •Includes the integration of instructional media into a traditional classroom or into a distance learning environment. •Includes any combination of media that supports instruction, regardless of the mix of synchronous or asynchronous media.
* Source: Distance Learning Magazine, Vol 3, Number 2, 2006, Instructional Media Selection for Distance Learning: A Learning Environment Approach
Note: This definition represents a general construct in that it is applicable to any learning environment that combines more than one media to deliver content.
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Blended Learning Definitions
An Educational Perspective*
• Courses that integrate online with traditional face-to- face class activities in a planned pedagogically valuable manner; and… • Where a portion (institutionally defined) of face-to-face time is replaced by online activity
Traditional Classroom
Blended Learning
Online
Consequently, from an educational perspective, blended learning is primarily focused on integrating two separate paradigms…the traditional classroom [synchronous] environment and the asynchronous online environment.
Note: In some institutions, hybrid learning is used when entire courses [in a curriculum] are delivered online
* Source: Laster, S., G. Otte, A. G. Picciano and S. Sorg. Redefining blended learning. Presented at the 2005 Sloan-C Workshop on Blended Learning, Chicago, IL, April 18, 2005.
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Blended Learning Definitions
A Pragmatic Perspective
Courses that are taught both in the classroom (face-to-face) and at distance and that use a mix of different pedagogic strategies
(Source: edutechwiki, 2006, Available at http://edutechwiki.unige.ch/en/Blended_learning)
More specifically… • To combine or mix modes of web-based technology (e.g., live virtual classroom, self-paced instruction, collaborative learning, streaming video, audio, and text) to accomplish an educational goal • To combine various pedagogical approaches (e.g., constructivism, behaviorism, cognitivism) to produce an optimal learning outcome with or with out instructional technology • To combine any form of instructional technology (e.g., videotape, CDROM, web-based training, film) with face-to-face instructor-led training • To mix or combine instructional technology with actual job tasks in order to create a harmonious effect of learning and working
Source: Margaret Driscoll, n.d, retrieved Jan 5, 2007 from: http://edutechwiki.unige.ch/en/Blended_learning
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Blended Learning Definitions
A Corporate Training Perspective
The use of multiple instructional delivery media to deliver one course or curriculum, such as a sales training course with pre-reading, asynchronous online product knowledge training, and synchronous lectures and role play practices.
Source: e-Learning Guild’s Research Report ,Synchronous Learning Systems, June 2008
Synchronous and asynchronous media. For clarification, blended learning is also applied to a mix of online and face-to-face training, and more generally to approaches to course design and delivery that combine different modalities (e.g., self-paced Web-based training, followed by classroom instruction, accompanied by printed job aids, and supplemented by virtual classroom follow-up sessions).
Source: e-Learning Guild Handbook on Synchronous e-Learning (2007)
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Blended Learning Definitions
A Chief Learning Officer Perspective
“Executing a learning strategy that integrates multiple delivery modalities (both synchronous and asynchronous) and, in doing so, creating the best possible learning solution for your target audience.”
Source: Chief Learning Officer Magazine (www.clomedia.com), Executing Blended Learning, Jan., 2009
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Evolution of Instructional Media: When it all Began…
“I do not know any innovation upon existing methods more radical and revolutionary than this”
Although this quote sounds as if it were referring to a new technological break- through, in reality, this profound statement was uttered by the Reverend Joseph H. Odell, D. D. (1910) in his address titled "The New Era in Education: A Study of the Psychology of Correspondence Methods of Instruction" delivered in 1910 at the dedication of the instruction building of the International Correspondence Schools in Scranton, Pennsylvania.
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Evolution of Instructional Media: The Emergence of Blended Learning
What does it mean to the future of education and training? As instructional media continues to evolve, propelled by advances in technology and fueled by the need to increase learning opportunities, the evolution and advancements of instructional media will continue to accelerate as well. As a result, blended learning will become an integral component in developing a comprehensive learning strategy. Consequently, When developing a learning strategy for the future, it is sometimes prudent to study the past in order to develop a plan for tomorrow… “The term blended learning has been redefined, from a combination of instructor and Web-based training to a blend of many types of interactive content”
Josh Bersin, “Today’s High-Impact Learning Organization”, Chief Learning Officer Magazine, Aug, 2008
Slide 17: In the beginning, there was only correspondence courses, and the concept of “blending” wasn’t born yet.
Correspondence
(1883-present)
Technology-enabled
(circa 1950s-1990s
(circa 1995-present)
The Family Tree of e-learning Instructional Media
(circa 1990-present)
• TV (satellite & cable)
• audio tape • audio graphics • audio conferencing
As the country grew and evolved from an agrarian society to an industrialized nation, the demand for education increased significantly. With the ensuing emergence of radio and TV, the education community quickly realized the potential of these new media and adopted them to distribute education programs to a geographically dispersed workforce. Next
Electronic-assisted Learning
Satellite e-learning/ITV Electronic whiteboards
Video Conferencing Video tape/DVD/ ipods
Then, as the technology evolved, more delivery tools emerged to where the instructional designer now has a plethora of choices that can be used singularly or integrated to create a blended learning solution.
Slide 18: Note: In the early 90’s, a migration began from a mainframe-centric environment to a more of a stand-alone “distributed” computer environment that allowed for more local hosting of computer-based training (CBT).
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Computer-mediated Learning
(circa 1970-present)
Computer-based Training (CBT)
Web-based Training Online Learning
With the introduction of the computer, learning communities quickly realized the potential of this powerful new technology and adopted it as another delivery tool. As the computer continued to evolve, a new generation of the computer-mediated instruction arrived, and with the emergence of the internet, new collaborative tools and delivery media also appeared.
Slide 19: Click for Glossary
“Distance learning will evolve from basic enrollment in computer and webbased courses to virtual learning environments that support online collaboration and classes taught by both live and virtual instructors.”
Air Force White Paper,. On Learning: The Future of Air Force Education and Training (2008)
Extending the Family Tree of Instructional Media to Tomorrow
Change is inevitable, and tomorrow will bring newer and better technologies, accompanied by a new set of challenges, but the goal is the same: Optimize the technology without sacrificing instructional quality. In the end, incorporating sound instructional design principles will provide for a solid foundation to ensure learning outcomes are attained.
“In this global, networked world, several technologies including search engines, blogs, podcasts, Web 2.0 applications and virtual worlds such as Second Life will be used for learning.”
Ed Hoff, CLO IBM, Learning in the 21st Century: A Brave New World, CLO Magazine, April, 2008
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The Basics
The Learning Environment: Two Dimensions
Synchronous • Same time/same place
(traditional instructor-led classroom) • Same time/different place (virtual instructor-led classroom)
Asynchronous • Different time/different place
Click here for note on Web 3.0 & Virtual Worlds
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Integration of Both Dimensions: The Concept of Synchronicity
Although synchronicity is dichotomous, per se, either synchronous or asynchronous, it does not mean they are mutually exclusive when considering a blended learning solution. If viewed as being on opposite ends of a continuum, the degree to which these two dichotomous environments can be integrated would result in a blending of synchronicity.
Synchronous
Blended Learning
Asynchronous
Therefore, to attain the most optimum blend, one must consider the vehicle(s) that deliver the content, the [learning environment] in which the learning occurs, and the instructional objective(s) [which drive the development of the content and instructional strategies]. Consequently, blended learning can include any combination of media that supports instruction, regardless of the mix of synchronous or asynchronous media. “Courses will combine live, virtual and constructive formats even while being distributed to increase training effectiveness and as well as shift to more cost-effective methods.”
Air Force White Paper,. On Learning: The Future of Air Force Education and Training (2008)
Slide 22: Click for Glossary
Blended Learning Model Concept Map
Depicted in this concept map are the blended learning model subcomponents. The degree of integration of each of the subcomponents is based upon evaluating specific attributes of each component, resulting in the most appropriate blend to ensure attainment of the instructional goal. Note: This model is based upon a set of related components, although evaluated separately, are viewed holistically, per se, each component’s specific contribution must be viewed as it relates to the sum total of all the parts… which results in a comprehensive blended learning solution.
Slide 23: Click for Glossary
Blended Learning Model Components
A model can be a description of a system or phenomenon that accounts for its known or inferred properties and used for further study of its characteristics. Therefore, a blended learning model can be used as a guide in evaluating and integrating separate components that would result in an instructionally sound learning situation.
Instructional component: Used to select the most appropriate instructional strategies that support the learning objectives
Learning environment component: Evaluates the learning environment (synchronous/asynchronous) that supports the instructional objectives
Learning Environment Component
Instructional Component
Media component: Used to evaluate the most appropriate media to delivery the content
Media Component
“Collaborative online learning is now recognized as a component of a mature blended-learning strategy.”
Bersin & Associates, Technology Update: Open Source e-Learning Systems, June 2007
Slide 24: Click for Glossary
Blended Learning Model Components
Distance Learning Traditional Classroom Learning Environment Component
Instructional Objectives
Synchronous
Asynchronous
Instructional Component
Click on any of the model component links for detailed information for that specific component.
Click this button for a summary of each component
Collaborative Tools Content
Media Component
Complexity Rapidity of Change
Instructional Strategies
Synchronicity Symmetry
Asynchronous Instructional Media Asymmetrical Media Symmetrical Media Synchronous Instructional Media
Multimedia (aural/visual)
Interactivity
Asynchronous
Synchronous
Collaboration (P2P)
Didactic
Collaboration (P2P)
Dialectic
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Concept of Elasticity in Blended Learning The power of blended learning is in its elasticity
Depending upon the [cognitive] level of the learning objectives and the learning environment (synchronous vis-a-vis asynchronous), different combinations of instructional media and instructional strategies can support various levels of interactivity to attain the most appropriate "blend". As the blend changes, the model becomes "elastic", allowing the instructional designer to modify the blend to meet specific learning outcomes.
Learning Environment
Instructional
Media
Slide 26: Click for Glossary
Elasticity in Blended Learning
What is the right mix? There may be several “blended” solutions that can meet the instructional objectives, so consider the qualitative merits of all instructional media. The ultimate goal is to increase performance through the systematic evaluation of intradependent variables that would result in the most appropriate integration of media. Learning Environment Instructional
Media With that said, any combination of instructional delivery medium, including the traditional classroom, can result in a blended learning solution, but the instructional efficacy of the solution is most dependent upon the instructional and learning environment components.
Click here for another view of the blend
Slide 27: Click for Glossary
Survey of Chief Learning Officers (CLOs) Use of Blended Learning
Survey from the Chief Learning Officer magazine Business Intelligence Board*
The traditional classroom is still the primary delivery media (56%) but synchronous & asynchronous e-learning is increasing (24%), along with the use of m-learning (6%)
* Source: Chief Learning Officer Magazine. (July, 2007). Blended Learning: Mixing Modalities. Available at: http://www.clomedia.com
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Survey of CLOs Use of Blended Learning (con’t)
The greatest change in the delivery mix will continue to come via the increased adoption of e-learning and the increased use of portable technologies.
IBM’s perspective on blended learning and workforce mobility
Slide 29: Click for Glossary
Survey of CLOs Use of Blended Learning (con’t)
“[There is] an important link between content type and delivery method and that studentinstructor interaction receives strong consideration in determining which delivery methods get employed within an organization...” and “The value of student-to-instructor interaction remains a primary driver for both classroom-based ILT and synchronous elearning….as well as student-to-student interaction.” CLO Magazine., July, 2007, pg. 48-49
Slide 30: Click for Glossary
So…What Does it Mean?
“The best current evidence is that media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in nutrition… only the content of the vehicle can influence achievement.”
Richard Clark, Review of Educational Research Journal, 1993
"It is likely not the ‘blendedness’ that makes the difference, but rather the fundamental re-consideration of the content in light of new instructional and media choices.”
Richard Voos, Blended Learning-What is it and where might it take us? Sloan-C View, Volume 2, Issue 1 – Feb, 2003. Available at: http://www.sloan-c.org/publications/view/v2n1/coverv2n1.htm
“There’s an important point that is easy to miss in the frenzy of change. Web 2.0 is not about technology, and neither is e-Learning 2.0. The human element is what makes the new Web work. Without user-generated content, the new Web would be an empty shell of fancy technologies.” e-Learning Guild, What is e-Learning 2.0? , Aug, 2008
Slide 31: Click for Glossary
Final Note: The Learning Mantra
It’s not just about technology…it’s about people
Training/education is the process Learning is the outcome The technology is the means
Collaboration + Delivery System Teamwork = Success
Sender (Instructor)
Receiver (Learner)
Focus on learning outcomes…the end result:
Improving human performance
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Slide 33: Learning Environment Component
A learning environment can either be synchronous or asynchronous, per se, the learning is either occurring real-time with an instructor (synchronous), or it is occurring without the presence of an instructor (asynchronous). Regardless, each learning environment has their distinct advantages and disadvantages, and the goal of developing a blended learning strategy is to leverage those specific attributes of each environment to ensure the most optimum use of resources to attain the instructional goal.
Asynchronous
Distance Learning
Synchronous
Traditional Classroom
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Learning Environment Page
Synchronous
Asynchronous
Slide 34: The Synchronous Learning Environment
Synchronous
Advantages
Provides for a dialectic learning environment with a high level of interactivity • Encourages spontaneity of oral responses • Immediate reinforcement of ideas Supports activation learning strategies such as idea generation (brainstorming) Provides for peer support (social learning theory) • Allows for peer-to-peer interaction Structured learning environment
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Asynchronous
Disadvantages
Limited to same time • Required dedicated instructor • Does not provide for self-pacing May be limited to same place (albeit at a distance) High cognitive load
Learning Environment Page
Synchronous
Asynchronous
Slide 35: The Asynchronous Learning Environment
Different Time
Advantages
Provides for more opportunity of reflective thought • Not constrained by time Delayed reinforcement of ideas Provides for flexibility in delivery of content Less structured learning environment Provides for flexibility in location (home, office, etc.)
Different/Same Place
Disadvantages No live interaction
• Longer completion times • “Just-in-time” = “do-it-on-your own-time” • Higher non-completion rates— pacing not optimized
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Learning Environment Page Asynchronous
Synchronous
Slide 36: Media Component
Some instructional media may be more appropriate than others in supporting either a synchronous or asynchronous learning environment, but no single medium is inherently better or worse than another. Although the delivery medium does not affect the content, the selection of certain media may affect how you design the content based on the attributes of that specific medium. Regardless, when the “most appropriate” media are selected based on the ISD process, then learning outcomes will not be affected. Media are vehicles that simply deliver their contents. When developing a blended learning solution, the selection of the most appropriate media is not based solely on the attributes of the media, but the potential impact it may have on the design of the instructional components and corresponding physical learning environment. Click here for more on media mapped to the distance learning environment.
Wikis, blogs, discussion boards
Synchronicity
Asynchronous Instructional Media
Synchronous Instructional Media
Portability
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Media Component
Taxonomy
Portability
Slide 37: Taxonomy of Media for Blended Learning
The taxonomy is focused primarily on a dichotomous learning environment *
Click here for note on use of Wikis & Blogs as collaborative tools
* Source: Distance Learning Magazine, Vol 3, Number 2, 2006, Instructional Media Selection for Distance Learning: A Learning Environment Approach
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Media Component
Taxonomy
Portability
Slide 38: Integrating Media: A Blended Learning Approach
Integrating any combination of synchronous/ asynchronous media with the traditional classroom results in a blended learning solution.
Synchronous Media
• Satellite e-learning
• Video Conferencing • Audio Conferencing • Audio Graphics • Web Conferencing/SLS • Webinars
Asynchronous Media
• Online (Web-Based Training)
• Computer-based Training • Video Tape/DVD • Audio Tape • Podcast/vodcast
Traditional Classroom
Back to Main Page Media Component Taxonomy Portability
Slide 39: Synchronous Instructional Media
Technology Delivery Description
An audio-only environment in which students in different locations use telephones or audio conferencing equipment to communicate with each other in real time. Supports a synchronous interactive environment between the instructor, remote students, and multiple sites but does not support visual images and graphics, and often supplemented by electronic or printed handouts. Can be integrated with other delivery systems to provide synchronous audio. Audiographics combines audio conferencing with personal computer text and graphics, allowing both voice and data to be transmitted to remote sites. Typically, a site consists of audio conference equipment, plus a large screen that serves as an electronic whiteboard. This system allows for two-way data exchange (limited to highresolution still images only) and a synchronous interactive environment between the instructor and students at multiple sites. Internet-based and delivered over the Web that enable synchronous audio and/or text chat, video, document and application sharing, whiteboards, presentations, etc. Can support synchronous oral interaction between the instructor and remote students at multiple locations as well as supporting Multi-User Virtual Environment (MUVE) or webinars. Due to bandwidth limitations (basically, low-bandwidth applications), highresolution images and video may be limited. Note: The application of web conferencing in a learning environment is also known as synchronous learning systems (SLS). ITV is defined as a one-way, full motion video and audio transmission of classroom instruction through a telecommunications channel such as satellite, cable TV, or Instructional TV Fixed Service (ITFS), a dedicated 2.5GHz spectrum managed by the FCC and limited to educational programming only, usually transmitted via microwave Audio Conferencing
Audiographics
Synchronous Web-Based Instruction (WBI)/Web Conferencing (Synchronous Learning Systems)
Instructional Television (ITV)
Slide 40: Synchronous Instructional Media
Technology Delivery Description
towers. This specific application would not be available to instructional programming programming received via commercial cable TV). Due to the bandwidth available via satellite or ITFS, this delivery medium can emulate the live, traditional classroom environment but at a distance. ITV is sometimes referred to as Business Television (BTV), Interactive Video Teletraining, or Interactive TV, and can be transmitted via analog or digital systems. Satellite e-learning represents the next generation of distributed media. Utilizing IP (Internet Protocol) as the network layer and distribution technology, it also incorporates the latest MPEG (Moving Picture Experts Group) video standard or latest version of Widows Media. Similar in application to ITV, it allows for the live traditional classroom to be transmitted to a remote site while synchronous oral interactivity is supported by audio teleconferencing or student response systems integrating audio and keypad technology (data interaction). Additionally, since satellite e-learning uses IP, video streaming can be utilized at extremely high bandwidths (~3.0Mbps). The IP-based video can be distributed directly to the user’s end-point and then distributed via the LAN to either a classroom or desktop computer, or both. Also, satellite e-learning can easily transmit large multimedia/web-based training modules (known as data casting) without being constrained by bandwidth, as is common with a terrestrial network. This capability allows the data to bypass the WAN by transmitting directly to the user’s endpoint and then distributed locally via the LAN, thereby effectively bypassing the terrestrial infrastructure and the Internet. Satellite e-learning is also referred to as BTV/ IP (Business Television/Internet Protocol). Instructional Television (ITV)- con’t
Satellite e-learning
Slide 41: Synchronous Instructional Media
Technology Delivery
Video Teleconferencing (VTC)
Description
VTC systems are two-way communication systems that offer both audio and video from local and remote sites and provide for synchronous interaction between the instructor and remote students at multiple locations. It allows for the instructor to observe the students at the far end (remote location), allowing the student to demonstrate an event. These systems can be terrestrial, satellite-based, or microwave-based Instructional TV Fixed Service (ITFS). Generally VTCs transmit and receive between 384Kbps – 1.5Mbps, with the next generation coders/decoders (codecs) IP enabled.
Slide 42: When evaluating media components, wikis, blogs, and discussion boards are primarily collaborative tools and not considered stand-alone instructional media delivery options. However, they can be integrated into a course/learning module in developing a social learning structure that supports active learning and knowledge construction through peer-to-peer interaction.
In a research study investigating the interplay of synchronous and asynchronous communication used in online courses, students seemed more satisfied with face-to-face courses that used asynchronous discussion boards as alternative communication media than courses that were entirely asynchronous based. Significant data were found to indicate the effect of synchronous media in a mostly asynchronous discussion forum. The ability of synchronous media to foster social presence is not shown or disproved by the research
Source: A Field Study of Use of Synchronous Chat in Online Courses (2002), Retrieved from: http://www.hicss.hawaii.edu/HICSS36/HICSSpapers/CLTSL03.pdf
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Slide 43: Asynchronous Instructional Media
Technology Delivery
Asynchronous Web-Based Instruction (WBI)
Description
On-demand, online-based instruction stored on a server and accessed across a distributed electronic network. It can be delivered over the Internet or private local area network (LANs) or Wide Area Networks (WANs) where the content is displayed utilizing a web browser. Student access is asynchronous, self-paced, and does not provide for synchronous interaction between the instructor and the remote student. High-resolution images and video may be limited due to available bandwidth. Interactive instructional experience between a computer and the learner where the computer provides the majority of the stimulus and the student responds. The computer is the storage and delivery device with all content resident on the student’s computer. It provides the primary display and storage capability and can support highresolution images and video. Entirely print-based, asynchronous and self-paced. Can be augmented through the use of multimedia CD-ROM. Instructor feedback can be facilitated through the use of e-mail. Used extensively to support other media Recorded audio content—on tape or transmitted electronically—which can be used as a stand-alone delivery tool or part of a blended learning approach. Can be used as the sole means of content or as part of a blended approach. A method of capturing learning content on tape or as a digital file for viewing ondemand. Can be used as the sole means of content or as part of a blended approach. Often used to capture a real time event and is an effective distribution medium that supports high-resolution images and video but does not support a synchronous interactive environment between the instructor and the remote student.
Computer Based Instruction (CBI)
Correspondence (print)
Recorded Audio (Tape and digital broadcast) Recorded Video (Tape and digital broadcast)
Slide 44: Portability
• Refers to how portable (mobile) a specific media may be, e.g., cell
phones, ipods/Blackberry’s, personal DVD players, other similar wireless devices. • When evaluating portability, consider symmetry, per se, the amount of information [digital bits] that flows to/from the sender and receiver in either direction. For example:
a single direction such as in a didactic lecture or asynchronous learning module with no interaction between the student and instructor. Conversely, in a conferencing or collaborative learning environment, the information flow is symmetrical, per se, the information flow is evenly distributed between learners and instructors and equal amounts of digital information is flowing both directions.
◦ Asymmetrical interaction is when the flow of information is predominantly in ◦
• A close relationship exists between symmetry and interactivity. The
more the student-instructor interaction, the greater the need for a symmetrical delivery system.
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Portability
Slide 45: Symmetrical vs. Asymmetrical Learning Environments
When articulating a blended learning strategy, considering symmetry of the learning environment is almost as important as considering its synchronicity. If not taken into account, it may lead the course designer to make less than optimal choices in instructional media selection. High
• • • • Video Conferencing Audio Conferencing Web conferencing Satellite e-learning
Click on the icon of how Merrill Lynch use of mobile learning
Symmetry
• Print • Pre-recorded audio/ video (Tape/DVD) • ipods/vpods/personal communication devices • CBT/WBT
Low
High Interactivity
Back to Main Page Media Component Portability Taxonomy
Slide 46: Instructional Component: Variables to Consider
Instructional Objectives
Multimedia (aural/visual) Rapidity of Change
Content
Complexity
Instructional Strategies
Interactivity
(strategies supporting specific media)
When developing a blended learning solution, maintaining instructional quality is paramount. Consequently, learning objectives are never compromised when developing a blended learning solution. Instructional strategies are the products of learning objectives and serve to ensure the learning objectives and facilitate the transfer of learning.
Asynchronous
Synchronous
Collaboration (P2P)
#
Didactic#
Collaboration (P2P)
Dialectic*
Instructor-student
* Instructor-student-instructor Instructional Objectives
Back to Main Page Instructional Component Instructional Strategies
Slide 47: Note on Learning Objectives
The most significant factors in student learning are quality and effectiveness of instruction, and the most important single factor in developing a blended learning solution is the instructional objective. The level of cognitive objectives is a critical variable to consider when selecting the most appropriate media for blended learning, and generally speaking:
• Asynchronous media may be more appropriate for the lower
cognitive levels where knowledge and comprehension and repetition/drill & practice are the primary focus, and • Synchronous media may be more appropriate for the higher cognitive levels (synthesis/analysis/evaluation) where a synchronous learning environment is required to support a high level of interaction (dialog).
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 48: What is a Learning Objective?
• A learning objective (aka behavioral objective, instructional
objective, enabling objective, or performance objective) is a succinct statement that describes a specific learning activity o Includes a description of a performance you want learners to be able to exhibit in order to evaluate competency o Expressed in terms of the student and formulated in terms of observable behavior and the special conditions in which the behavior is manifested.
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 49: Why Developing Learning Objectives?
• The purpose of creating learning objectives is to provide
a means of clarifying the instructional goal and ensure the training/education is successful. • Establishes the criteria for student performance used to assess learning • Used to develop instructional strategies • Basis for media selection
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 50: Types of Objectives
Instructional objectives are developed from a taxonomy known as the domain of learning objectives and includes three overlapping domains: • Psychomotor • Affective • Cognitive − Demonstrated by knowledge recall and the intellectual skills: comprehending information, organizing ideas, analyzing and synthesizing data, applying knowledge, choosing among alternatives in problem solving, and evaluating ideas or actions
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 51: Bloom’s Taxonomy of Cognitive Objectives
A metaphor depicting the taxonomy of learning objectives can be thought as assembling blocks in building a pyramid. The knowledge and comprehension levels create the foundation from which one develops higher order thinking skills commensurate with the higher cognitive levels (analysis, synthesis,& evaluation).
Knowledge Comprehension Application
Doing
Higher
Knowing
Lower
The first level of learning is knowledge. Knowledge can be characterized as awareness of specifics and of the ways and means of dealing with specifics. The knowledge level focuses on memory or recall where the learner recognizes information, ideas, principles in the approximate form in which they were learned. Comprehension is the next level of learning and encompasses understanding. Has the knowledge been internalized or understood? The student should be able to translate, comprehend, or interpret information based on the knowledge. Application is the use of knowledge. Can the student use the knowledge in a new situation? It can also be the application of theory to solve a real world problem. The student selects, transfers, and uses data and principles to complete a problem or task. Analysis involves taking apart a piece of knowledge, and investigates parts of a concept. It can only occur if the student has obtained knowledge of and comprehends a concept. The student examines, classifies, hypothesizes, collects data, and draws conclusions. Synthesis is the creative act. It’s the taking of knowledge and the creation of something new. It is an inductive process —one of building rather than one of breaking down. The student originates, integrates, and combines ideas into something new to him/her. Evaluation is judgment or decision-making where the student appraises, assesses or criticizes on a basis of specific standards/criteria.
Analysis Synthesis Evaluation
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 52: Instructional Strategies
The dissemination of content through the use of instructional media is only as effective as the design of the instruction
• Instruction is designed to transfer knowledge from the instructor to
the learner to the real-world environment. • The transfer of learning is facilitated by the development of instructional strategies o Certain synchronous instructional technologies may be best suited for instructional strategies that require a live and dialectic learning environment. o Conversely, there are asynchronous instructional technologies that are best integrated with strategies that require asynchronous learning environment.
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 53: Table of Instructional Strategies
Instructional Strategies Narration/Lecture Description
Allows for transfer of learning through mere declaration and explication of knowledge. When interaction is available, it allows for reinforcement of behavior, spontaneous questioning, dialogue, and social interaction with immediate feedback. Note: Lecture is a very efficient strategy to transfer large amounts of content but has a high cognitive load. Skill transfer through the depiction of procedural tasks, events, processes, etc. Involves recreating a situation relating to a real-world problem in which participants act out various roles. Promotes an understanding of other people’s positions and their attitudes as well as the procedures that may be used for diagnosing and solving problems. Learners may assume the role of a particular character, organization, professional occupation, etc. Supports a synchronous, dialectic learning environment through the spontaneous and freeflowing exchange of information. Encourages active, participatory learning that supports knowledge transfer through dialogue. Students may discuss material more in-depth, share insights and experiences, and answer questions. Replicates or mimics a real event and allows for continual observation. A simulation creates a realistic model of an actual situation or environment. Depicts abstract concepts with evocative, palpable real-world examples.
Demonstration Role Playing
Guided Discussion Simulation Illustration
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 54: Table of Instructional Strategies
Instructional Strategies Imagery Description
Imagery is the mental visualization of objects, events, and arrays. It enables internalized visual images that relate to information to be learned. Imagery helps to create or recreate an experience in the learner’s mind. Imagery involves all the senses: visual, kinesthetic, auditory, and tactile. A contrived, simplified version of an object or concept that encapsulates its salient features. Brainstorming is a valid and effective problem-solving method in which criticism is delayed and imaginative ways of understanding a situation are welcomed, where quantity is wanted and combination and improvement are sought. Brainstorming can occur with individuals or in a group setting, and involves generating a vast number of ideas in order to find an effective method for solving a problem. A problem-solving strategy similar to simulation that works by presenting a realistic situation that requires learners to respond and explore possible solutions. Repetition of a task or behavior until the desired learning outcome is achieved. Allows for transfer of knowledge from working memory to long-term memory.
Modeling Brainstorming
Case Studies Drill & Practice
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 55: Instructional Strategies Supporting Asynchronous Media
Media Appropriate Instructional Strategy
Asynchronous Web-Based Instruction (WBI)
- Narration/Description (Lecture) - Demonstrations - Simulations - Illustrations - Drill and Practice - Narration/Description - Case Studies - Role Playing - Demonstration - Narration/Description - Drill and Practice - Case Studies - Narration - Narration/Description (Lecture) - Narration/Description (Lecture) - Case Studies - Illustrations
- Tutorials - Case Studies - Modeling - Role Playing - Illustrations - Simulation - Drill and Practice - Tutorials
Computer Based Instruction (CBI)
Correspondence (print)
Recorded Audio (Tape and digital broadcast/RSS) Recorded Video (Tape and digital broadcast)
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Instructional Component
Instructional Objectives
Instructional Strategies
Slide 56: Instructional Strategies Supporting Synchronous Media
Media Appropriate Instructional Strategy
Audio Conferencing Audiographics
- Narration/Description (Lecture) - Guided Discussion - Brainstorming - Narration/Description (Lecture) - Guided Discussion - Brainstorming - Illustrations - Narration/Description (Lecture) - Discussion - Simulation - Narration/Description (Lecture) - Guided Discussion - Brainstorming - Case Studies - Role Playing - Narration/Description (Lecture - Guided Discussion - Brainstorming - Case Studies - Role Playing - Case Studies - Demonstration - Illustrations - Panel Discussion - Simulation - Demonstration - Drill and Practice - Panel Discussion - Simulation - Demonstration - Drill and Practice
Synchronous Web-Based Instruction (WBI)/Web Conferencing Video Teleconferencing (VTC)
Instructional Television (ITV)/ Satellite e-learning
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Instructional Component Instructional Strategies
Instructional Objectives
Slide 57: Summarizing: The Media Component
While media does not affect the content, it can affect how you design the content for a specific medium Variables to consider: • Media richness (motion handling, visual clarity/pixel resolution) • Dispersion of workforce/distribution of content • Ability to update content quickly • Technological infrastructure • Capital & recurring costs • Bandwidth • Hardware end points • Portability • Simplex (one-way) data vis-a-vis duplex (2-way data)
Click here for more on distance learning environments Click here for e-learning 2.0 technologies & definitions Click here for an introduction to Media Synchronicity Theory
Learning Environment Component Instructional Component
Medi a Co mp o nen t
Symmetry
Synchronicity
Asymmetrical Media
Asynchronous Instructional Media
Synchronous Instructional Media
Symmetrical Media
Portability
Slide 58: Summarizing: The Learning Environment Component
Synchronicity: Is the learning environment primarily synchronous or asynchronous or a combination of both? Variables to consider: • Time & space • Live interaction • Collaboration • Pacing • Flexibility in content delivery • Timeliness of completion • Reinforcement of ideas (immediate vs. delayed) • Reflection of ideas
Asynchronous Distance Learning Traditional Classroom
Synchronous
Learning Environment Component
Instructional Component
Media Component
Slide 59: Summarizing: The Instructional Component
Learning Environment Component
Instructional Component
Instructional Strategies
Instructional Objectives
Media Component
Complexity
Content
Rapidity of Change
Multimedia (aural/visual) Interactivity
Asynchronous
Synchronous
Collaboration (P2P)
Didactic
Collaboration (P2P)
Dialectic
Asynchronous media may be more appropriate for the lower cognitive levels whereas synchronous media may be more appropriate for the higher cognitive levels. Variables to consider: • Level of interactivity • Spontaneity • Collaboration • Peer-to-peer • Instructor-student (didactic) • Instructor-student-instructor (dialectic) • Cognitive load • Reinforcement of ideas/thoughts (immediate/delayed) • Rapidity of content change • Complexity of content • Level of cognitive objectives (click here for a brief over of Bloom’s Taxonomy of Cognitive Objectives)
Slide 60: Synchronous Instructional Media Mapped to Instructional Strategies
Instructional TV/Satellite e-Learning
• • • • • • • Narration (Lecture) Guided Discussion/Panel Discussion Idea Generation (Brainstorming) Illustrations/Imagery/Modeling Demonstration Case Studies Simulations
Video Teleconferencing
• Narration (Lecture) • Guided Discussion/Panel Discussion/ Group Discussion • Idea Generation (Brainstorming) • Illustrations/Imagery/Modeling • Demonstration • Case Studies • Simulations • Role Playing
Web Conferencing
• Narration (Lecture) • Guided Discussion/Panel Discussion • Idea Generation (Brainstorming) • Illustrations/Imagery/Modeling • Case Studies • Simulations
Audio Conferencing
• Narration (Lecture) • Guided Discussion/Panel Discussion • Idea Generation (Brainstorming) • Illustrations/Imagery/Modeling
Audio Graphics
• Narration (Lecture) • Guided Discussion/Panel Discussion • Idea Generation (Brainstorming)
Slide 61: Asynchronous Instructional Media Mapped to Instructional Strategies
Webinars
• Narration (Lecture) • Guided Discussion/ Panel Discussion • Illustrations/Imagery/Modeling • Demonstration • Simulations • Role Playing • • • • • •
Pre-recorded video (CD/DVD, vodcast, tape)
Narration (Lecture) Illustrations/Imagery/Modeling Demonstration Case Studies Simulations Drill & Practice
Computer-based Instruction
• • • • • • • Narration (Lecture) Illustrations/Imagery/Modeling Demonstration Case Studies Simulations Role Playing Drill & Practice
Correspondence
• Narration (Lecture) • Case Studies • Drill & Practice
Pre-recorded audio (podcast, cassette, CD)
• Narration (Lecture)
Slide 62: Portability: An IBM Workforce Mobility Perspective*
Blended learning allows companies to mix scheduled and unscheduled training modules and structured and unstructured learning experiences, as well as provide self-paced material to keep today’s learners engaged.
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* Source: On demand learning: blended learning for today’s evolving workforce, IBM Learning Solutions, September 2005, Available at: http://www-935.ibm.com/services/us/imc/pdf/gw510-6396-on-demand-learning.pdf
Slide 63: Mobile Learning: Merrill Lynch Compliance Training Delivered via BlackBerry’s*
Background. With a population of 60,000 employees, Merrill Lynch has more than 21,000 BlackBerry devices in use globally, with 500 new devices being added monthly. One of the primary advantages of using BlackBerries to delivery m-learning is that the devices are integrated within the corporate network. Goals. Enable learning outside the office during naturally occurring downtime; leverage existing BlackBerry usage habits; allow employees to complete learning in small bursts, regardless of time and place with no need for network coverage. Results. Offered 3 compliance training courses via BlackBerry for a 2 month period and achieved: • Increase of 1.21% in average competency score to the control groups • Attained a 12% higher completion rate at the 45-day milestone • Attained an average of 45% less time in training, with some completing the training in <80% with no loss of comprehension
* Source: Chief Learning Officer magazine, Merrill Lynch: Bullish on Mobile Learning, April, 2008.
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Slide 64: What Might Go in the Blend*
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* Source: Allison Rossett and Rebecca Vaughan Frazee, Blended Learning Opportunities, American Management Association Special Report, 2006
Slide 65: Delivery Media Mapped to the Distance Learning Environment
Since media are vehicles that simply deliver their contents, the selection of the most appropriate media is not based solely on the attributes of the media, but the potential impact it may have on the design of the instructional components and corresponding physical learning environment. For example, the group centric distance learning classroom is best supported by media that can provide for a dialectic and collaborative environment, but is limited by time and place, whereas portable media best supports the individual learner anytime/anyplace but with limited peer support and interaction.
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•group centric (classroom environment) •primarily synchronous •dialectic & collaborative •constrained by time & place Supporting Media •Satellite e-learning • Video Conferencing • Audio Conferencing • Audio Graphics
Distance Learning Classroom
Virtual Classroom
•individual centric (office environment) •synchronous & asynchronous capability • mostly didactic but can support interaction •constrained by time not place Supporting Media •Web conferencing tools
Virtual Learner
•Individual centric (portable to any location) •primarily asynchronous •primarily didactic with little/no interaction •not constrained by time & place Supporting Media •Mobile devices
Slide 66: Delivery Media Mapped to the Distance Learning Environment
•group centric (classroom environment) •primarily synchronous •dialectic & collaborative •constrained by time & place Supporting Media •Satellite e-learning • Video Conferencing • Audio Conferencing • Audio Graphics
Distance Learning Classroom
In a group centric distance learning classroom, the most appropriate media are those that can provide for a dialectic and collaborative environment but maybe constrained by time and place. However, portable media best supports the individual learner anytime/anyplace but with limited peer support and interaction.
Virtual Classroom
•individual centric (office environment) •synchronous & asynchronous capability • mostly didactic but can support interaction •constrained by time not place Supporting Media •Web conferencing tools
Virtual Learner
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•Individual centric (portable to any location) •primarily asynchronous •primarily didactic with little/no interaction •not constrained by time & place Supporting Media •Mobile devices
Slide 67: Teaching with Instructional Television —Did you Know…
There is a tendency to regard the future of distance learning as belonging solely to online or web classes. However, some researchers have found that courses offered in ITV were sometimes preferred by students even when the same course was offered online. Also, the visual and interactive nature of instructional television benefited students and that student satisfaction with ITV has been generally confirmed.
Teaching with ITV (Jan, 2008). International Journal of Instructional Technology and Distance Learning: http://www.itdl.org/Journal/Jan_08/index.htm
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Slide 68: Glossary
Asynchronous learning environment is when communication between the instructor and the student is not real-time. Asynchronous media is a type of delivery medium that only supports communication between the sender and receive one-way, and does not occur in real time. Behavorialism (behavioral learning theory) is mostly concerned with observable output and does not place any emphasis on the social context of learning. In a behavioral model of instruction the mind is viewed as a “black box” in the sense that response to stimuli can be observed and anything that exists, exists in a certain quantity and can be measured and where conditioning refers to the strengthening of [desired] behavior which results from reinforcement. Through the use of reinforcement in a predominantly individualized system of instruction, behaviorists seek to increase the number or strength of correct student responses. Under most circumstances, behaviorism is an excellent approach for assessing a learners knowledge and comprehension of a particular subject. Cognitive Levels. In 1956, Benjamin Bloom headed a group of educational psychologists who developed a classification of levels of intellectual behavior important in learning. Bloom identified six levels within the cognitive domain, from the simple recall or recognition of facts, as the lowest level, through increasingly more complex and abstract mental levels, to the highest order which is classified as evaluation. The six levels are: knowledge, comprehension, application, analysis, synthesis, and evaluation. Cognitivism (cognitive learning theory) comes from the perspective that students actively process information and that learning takes place through the efforts of the student as they organize, store, and then find relationships between information, linking old to new knowledge. Cognitive theorists believe that much learning occurs with associations through contiguity and repetition and acknowledges the importance of reinforcement. Cognitive theorists believe that human beings need to acquire and reorganize information into cognitive structures that are understandable. Note: Circa 1960, psychologists began to realize there were many aspects of learning that behavioral theorists could not account for in explaining some of the inconsistencies in learning, so cognitive theory was thrust into the forefront. However, the beginning of cognitive theory can be traced as far back as the 1920’s. Constructivism is a view that emphasizes the active role of the learner in building understanding and making sense of information. Constructivist approaches to learning assume that subjectivity is critical because learners take in information and process it in unique ways that reflect their needs, dispositions, attitudes, beliefs, and feelings. The basic idea of constructivism is that knowledge must be constructed by the learner, it cannot be supplied by the teacher. Dialectic. Discussion and reasoning by dialogue as a method of intellectual investigation; in a learning environment, the inquiry method by which the instructor and student engage in question and answering. Didactic. Designed or intended to teach; intended to convey instruction and information. In a learning environment, the transfer of information is primarily one-way from the instructor to the student as in a lecture. Distance Learning. The acquisition of knowledge and skills through mediated information and instruction; also, structured learning that takes place without the physical presence of the instructor. Distance Education. Institutionally based formal education where the learning group is separated and where interactive communications systems are used to connect instructors, learners, and resources. Distributed Learning: Structured learning mediated with technology that does not require the physical presence of the instructor. Distributed learning models can be used in combination with other forms of instruction or it can be used to create wholly virtual classrooms (source: DODI 1322.26, June 16, 2006). e-Learning. The delivery of content via the Internet, intranet-extranet, audio and videotape, satellite broadcast, interactive TV, and CD-ROM; also, the educational content, learning services, and delivery solutions that support and enable network-based learning that is either asynchronous or synchronous; instructional content or learning experiences delivered or enabled by electronic technology. Instructional media includes all means of delivering instruction via various delivery mediums including printed material (correspondence courses) and electronic devices such as computers, cable TV, satellite, electronic whiteboards, audio/video tapes, audio and videoconferencing systems, ipods, PDAs, cell phones, etc., using either wireless or wireline technologies. Instructional technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning. Educational Technology a more broader term but used synonymously with IT. Pedagogy. The activities of educating or instructing or teaching; activities that impart knowledge or skill. Synchronous learning environment supports live (real time), two-way oral and/or visual communications between the instructor and the student. Synchronous media is any type of delivery medium that supports real time communication both ways between the sender and receive.
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Slide 69: Click for Glossary
Media Synchronicity Theory*
Media synchronicity theory is primarily focused on groups and proposes that a set of media capabilities are important to group work, and that all tasks are composed of two fundamental communication processes (conveyance and convergence). Communication effectiveness is influenced by matching the media capabilities to the needs of the fundamental communication processes, not aggregate collections of these processes (i.e., tasks) as proposed by media richness theory. The theory postulates it is possible for one medium to possess different levels of a communication capability depending upon how it is configured and used. Media possess many capabilities, each of which may be more or less important in a given situation. The "richest" medium is that which best provides the set of capabilities needed by the situation: the individuals, task, and social context within which they interact (Note: richness applies to the message/content, not the richness of the visual media). Thus, concluding that face-to-face communication is the "richest" media is inappropriate.
“Communication effectiveness is influenced by matching the media capabilities to the needs of the fundamental communication processes, not aggregate collections of these processes as tested in examinations of media richness theory.”
* Source: Alan R. Dennis, Alan R., Valacich, Joseph S., (1999), Rethinking Media Richness: Towards a Theory of Media Synchronicity, Retrieved from: http://csdl2.computer.org/comp/proceedings/hicss/1999/0001/01/00011017.PDF
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Slide 70: e-Learning 2.0 Technologies
•Wikis •Blogs •Podcasts •Vodcasts •Immersive learning environments, e.g., multi-user virtual environments (MUVEs) Note: Wikis & blogs are primarily collaborative tools and not instructional media used to deliver content
Definitions*
Web 2.0: The stage of the WWW where the Internet has become a platform for users to create, upload, and share content with others, versus simply downloading and consuming content.” e-Learning 2.0: “The idea of learning through digital connections and peer collaboration enhanced by technologies driving Web 2.0. Users/learners are empowered to search, create, and collaborate in order to fulfill intrinsic needs to learn new information.”
*Source: e-Learning Guild Research Report on e-Learning 2.0—Learning in a Web 2.0 World, Sep 2008
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Slide 71: Virtual worlds are online, computer-generated simulations of simulated environments where users guide their "avatar," or digital representation of their physical selves, to accomplish various goals. Typical virtual world activities include meeting and socializing with other avatars, buying and selling virtual items, playing games, etc. Virtual worlds combine both synchronous capabilities (audio, text chat, whiteboards), as well as asynchronous capabilities (static text, embedded learning modules, learning objects, etc.). Within the context of the evolution of the Internet from Web 1.0 to Web 3.0, Virtual worlds--especially the 3D kinds--are classified under the Web 3.0 category because of their profound ability to integrate multiple types of content, information sources, and feeds into one highly engaging and interactive format.
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For information on virtual worlds used in the Federal Government: Federal Consortium on Virtual Worlds. Hosted by National Defense University (NDU), Information Resources Management College (IRMC): http://www.ndu.edu/IRMC/fedconsortium.html
Slide 72: Bloom’s Taxonomy of Cognitive Objectives
A metaphor depicting the taxonomy of learning objectives can be thought as assembling blocks in building a pyramid. The knowledge and comprehension levels create the foundation from which one develops higher order thinking skills commensurate with the higher cognitive levels (analysis, synthesis,& evaluation).
Knowledge Comprehension Application Analysis
Doing
Return to previous page
Knowing
The first level of learning is knowledge. Knowledge can be characterized as awareness of specifics and of the ways and means of dealing with specifics. The knowledge level focuses on memory or recall where the learner recognizes information, ideas, principles in the approximate form in which they were learned. Comprehension is the next level of learning and encompasses understanding. Has the knowledge been internalized or understood? The student should be able to translate, comprehend, or interpret information based on the knowledge. Application is the use of knowledge. Can the student use the knowledge in a new situation? It can also be the application of theory to solve a real world problem. The student selects, transfers, and uses data and principles to complete a problem or task. Analysis involves taking apart a piece of knowledge, and investigates parts of a concept. It can only occur if the student has obtained knowledge of and comprehends a concept. The student examines, classifies, hypothesizes, collects data, and draws conclusions. Synthesis is the creative act. It’s the taking of knowledge and the creation of something new. It is an inductive process—one of building rather than one of breaking down. The student originates, integrates, and combines ideas into something new to him/her. Evaluation is judgment or decision-making where the student appraises, assesses or criticizes on a basis of specific standards/criteria.
Synthesis Evaluation
Continuum of Cognitive Domain Objectives Higher
Lower
Knowledge Comprehension Application Analysis Synthesis
Evaluation
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