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. . E-Learning Trends. Higher education trends:Online degree programs and courses are ubiquitous and growing2.4M students in Fall 20043.2M students in Fall 2005Myriad of new tools used in instruction Wikis, blogs, MUVE's (e.g., Second Life),free desktop videoconferencingPodcasting - cumulative
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1. Designing EffectiveE-learning Environments: Community is as Important as ContentPaul RestaLearning Technology CenterThe University of Texas at Austin
2. E-Learning Trends Higher education trends:
Online degree programs and courses are ubiquitous and growing
2.4M students in Fall 2004
3.2M students in Fall 2005
Myriad of new tools used in instruction
Wikis, blogs, MUVEs (e.g., Second Life),free desktop videoconferencing
Podcasting - cumulative sales approaching $100 million
Sloan Consortium. (2006). Making the Grade: Online Education in the United States.
3. Broadcast model still dominant
4. Old Wine in New Bottles Much of what we see in e-learning is a porting over of broadcast model to the Web
Shovelware Taking existing lectures or written text and simply putting it on the Web and calling it an online course
5.
How People Learn: Brain, Mind, Experience, and School (Book also available online) http://www.nap.edu/html/howpeople1/
Growing knowledge-base of how people learn
6. Transitioning to new learning environments
7. A rich learning environment is: (Wilson, 1996)
8. Moving toward Authentic Learning
9. Design Approach(Backward Design) Identify desired outcomes and results
Determine what constitutes acceptable evidence of outcomes
Plan instructional strategies and learning experiences to achieve outcomes
Wiggins and McTighe (2003)
10. Know the Learner Generational Groups
Matures (pre-1946)
Baby Boomers (1946-1964)
Generation X (1965-1980)
Millennials (1981-1994)
Neo Millenials (1995 -)
Wendover (2002)
11. Learner Motivation The CANE model (commitment and necessary effort) based on:
Personal agency (Can I do this and what are the barriers?)
Emotion (Do I feel like doing this?)
Task value (Will this do me any good? Is this important to me?)
12. Design of Online Learning High cost does not mean high quality learning
Effective e-learning environments can be developed within your time and resource constraints
Some examples of e-learning design with limited resources
14. Authentic Assessment Group Accountability
16. (Tech leadership course problem solving video) Authentic Context
17. Analyze student performance data
Conduct hardware Inventory Authentic Tasks - Examples
19. Authentic Tools
20. Authentic Tools
22. process through which learners work together to accomplish specific learning tasks or projects using networks and software tools Online Collaborative Learning
23. Electronic Proximity represents the new work space
Electronic collaboration is changing the ways that work is accomplished
Research on collaborative vs. competitive and individualistic learning environments
Johnson and Johnson (2002)
Why Collaboration inE-learning Environments?
24. Collaboration fosters dialogue and discourse
makes tacit knowledge public
Provides safe environment for intellectual conflict
Multiple perspectives moves learners to deeper levels of understanding Community is as Important as Content
25. Building and Supporting Learning Teams Learning about each other
Social presence and connection
Students develop rules and norms
Sense of community
26. Individual accountability Peer and Self Assessment
28. QTVR Software VR Worx
Educator Price: $249
www.classsource.com/vrworx/
index.html
29. Summary High cost does not mean high quality
Apply knowledge of how people learn to create more effective learning environments
30. Contact Email: resta@mail.utexas.edu
Web: www.utexas.edu/education/LTC/about/resta/index.php