Chapter 4.E Learning
Chapter 4.E Learning
Chapter 4: E-Learning
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CONTENTS
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
1:
2:
3:
4:
5:
6:
7:
8:
Introduction
Instructional Theories
Designing Instruction
E-Learning
Web Tools and Learning
Self-Instructional Materials
Distance Education
Technology Integration in Schools
CHAPTER OVERVIEW
Preamble
What is e-learning?
Benefits of e-learning
Approaches in e-learning
Structuring e-learning
content
Techniques for promoting
active e-learning
Promoting collaboration in
e-learning
Online tutoring and
interaction
Key Terms
Summary
References
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Chapter 4: E-Learning
PREAMBLE
This chapter introduces the concept of e-learning and how it has been variously
defined and its benefits. Emphasis is on the different ways in which e-learning content
may be structured and the techniques that may be adopted to make the e-learning
experience more active. Also discussed in this chapter are the different ways of
promoting online collaboration among learners and the role of the online tutor in
facilitating collaboration and learning.
WHAT IS E-LEARNING?
The word has been written in many different ways: e-Learning, eLearning,
ELearning, E-Learning. Besides that, other terms have been used interchangeably
with e-learning and they include:
online learning
online education
technology-based learning/ training
web-based learning /training
computer-based training (generally thought of as learning from a CD-ROM)
To add to the confusion there are also many definitions on what it means and the
following are some examples:
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Chapter 4: E-Learning
Nick can Dam (2004) argues that e-Learning is no longer a new phenomenon,
but has not ceased to be a hot topic. Now that the first wave of e-Learning
implementation has been employed, companies are starting to uncover the reality of
what works and what doesn't work in the brave new world of e-learning. e-Learning is
a broad term used to describe learning done at a computer. The use of network
technologies has enabled developers to create, foster, deliver, and facilitate learning,
anytime and anywhere. It has made learning accessible to more people and to to keep
ahead of the rapidly changing global economy.
E-Learning is to classroom learning as cell phones are to pay phone at the bus
station. At least it is in some ways. For instance, e-learning allows one to learn
anywhere and usually at any time, as long as you have a properly configured
computer. E-learning can be CD-ROM based, network-based, intranet-based or
internet-based. It can include text, video, audio, animation and virtual environments.
It can be a very rich learning experience that can even surpass the level of training
you might experience in a crowded classroom. It is self-paced, hands-on learning.
BENEFITS OF E-LEARNING
Why e-Learning? E-learning has certain benefits compared to traditional classroom
teaching. The most obvious being flexibility with learners not having to leave their
place of work or having to travel long distances. The other benefits are as follows:
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Chapter 4: E-Learning
feedback and so forth. There is also the ability to revisit or replay sections of
the lesson that might not have been clear the first time around. Try that in a
crowded auditorium!
Increased Participation It is possible that learners who would not normally
talk in class may be encouraged to participate in online discussion because of
the anonymity. Records of discussion allow for later reference through the use
of threaded discussion on online forums.
Encourages Independent Learning e-Leaning encourage learners to take
responsibility for their learning and succeeding builds self-knowledge and
self-confidence. It also encourages students to browse information through
hyperlinks to sites on the worldwide Web and there by find information
relevant to their personal situations. It allows students to select learning
materials, or to be directed to content that meets their level of knowledge,
interest and what they need to know to perform more effectively in their
APPROACHES IN E-LEARNING
There are several approaches in delivering e-Learning depending on the role
(or lack of a role) of an instructor. These approaches may be described as a
continuum with the Instructor-Centred approach on the one end of the continuum
and Learner-Centred approach on the other end of the continuum (see Figure 4.1).
The approach depends on whether the instructor or learner leads. The choice is
not between a lecture method (instructor led) or online method (learner led), but rather
a range of possibilities between these two extremes.
The Instructor-centred approach is when all content is provided by the
instructor in face-to-face sessions with learners. He or she interacts with
students in the class, answering questions, demonstrating and solving
problems. Content is unstructured in that it is not presented in a selfinstructional format. This approach is common in conventional colleges and
universities. The instructor-centred approach has also been described as
instructivist in which the instructor is in charge and learner are passive
recipients of information.
On the other hand, for the Learner-centred approach the learner has access
to all learning materials which is presented in the form of a self-instructional
module on the web. There is no face-to-face interaction and the learner is left
all alone and independently goes through the content. However, the learner
interacts with the tutor and other students through the online forum and chat
room or even through video and audio conferencing. The learner-centred
approach has been described as constructivist in which the learner is
encouraged to construct knowledge and to be an active learner.
In between these extremes, are several variations of e-learning and this has
termed as the Blended approach. It depends on the design of the e-learning
approach adopted.
o See blended approach X in which the instructor-centred approach is
maintained but the content presented is more structured following the
self-instructional format. Computer-mediate communication in the
form of discussion forum, chat room, audio and video conferencing are
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Chapter 4: E-Learning
BlendedApproach
X
Instructor
centred
Learner
centred
Unstructured
content
Highly
structured
content
No computermediated
communication
Computer
mediated
communication
Face-to-face
sessions
No face-to-face
sessions
INSTRUCTIVIST
CONSTRUCTIVIST
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Chapter 4: E-Learning
themselves. By the end of the course, learners are prepared to apply their learning
alone.
Bjrke, Ask and Heck (2003) a slightly different way of examining e-learning
as comprising of three pedagogical approaches (see Figure 4.2). Instructional
teaching may be used where the task is to establish a common language, give a quick
overview, introductory courses or give personal inspiration and motivation. When a
deeper understanding, making sense of things is needed, a constructivist approach
may be useful.
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Chapter 4: E-Learning
computing become less of a constraint it may be possibly for learning to migrate more
toward Social Constructivism and collaborative learning.
INSTRUCTIVIST APPROACH
This approach is the traditional, teacher and content-focused approach, described
above as mainly surface teaching. This approach tends to see learners as rather
passive receptors absorbing and regurgitating what the teacher tells them. The learners
are dependent on their instructor, who selects the sources, decides pace and judges the
students performance. Basically, the instructivist approach sees knowledge as
fairly static and objective. From the learners perspective this can be described as she
taught me. The approach is an effective tool for the teacher to set the pace, cover
the syllabus and be in control. It does not usually call for deeper understanding, and
encourages performers. However, in a complex or a super complex world, the
instructivist approach might not always be sufficient, nor the most efficient way to
learn.
CONSTRUCTIVIST APPROACH
This approach argues that people have to be active learners and construct knowledge
themselves. The knowledge is seen as more subjective, dynamic and expanding rather
than objective and static. The main tasks here are processing and understanding of
information, making sense of the surrounding world. The learner has a clear
responsibility for his own learning. This approach can be summed up as I made
sense of. Constructivism demands participation at all levels and moves
responsibility and empowerment down the hierarchy, thereby flattening it. The
teacher, the instructivist "Sage on the Stage" will increasingly become a "Guide on
the Side" in this setting.
SOCIAL CONSTRUCTIVIST
Social constructivism means that the student joins a knowledge-generating
community and in collaboration with others solve real problems as part of their study.
In a social constructivist environment, the instructor will himself be a learner together
with his students, as the generic skills of collaboration, problem solving and creating
new knowledge are important goals by themselves. The time and pacing will be seen
as less relevant compared to instructional studies. The tasks will be processing and
assessing knowledge and generating and co-constructing new knowledge.
LEARNING ACTIVITY
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Chapter 4: E-Learning
STRUCTURING E-LEARNING CONTENT
Content is King. While there are many state-of-the-art technological tools
that have made e-learning possible, the issue of making available good and high
quality content is uppermost in the minds of e-learning providers and in any instances
may be an impeding factor in the expansion of e-learning. Content refers to the
concepts, principles, theories and ideas that needs to be presented, understood and
applied by learners. Basically, content is developed a collection of web pages which
are combined and to form lessons. Each topic or chapter consists of several lessons
and these topics are packaged into a course (see Figure 4.3).
Topic
Lesson 1
Web page
Lesson
Course
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Chapter 4: E-Learning
137). Also, with this structure, novice instructional designers may make less mistakes
compared to the other more sophisticated structures.
Introduction
Example
Example
Example
Example
Example
Example
Basic skill
or concept
Intermediate
skill or
concept
Test
Advanced skill
or concept
Summary
However, there are several variations of the classic tutorial structure and it
depends on the content or discipline and the goals of the instructional designer. For
example, for learner who want to jump straight into the test to find out if they
already know the contents of the lesson, a button might be provided for learners to
take the test. For those learners who want to revise the lesson and prepare for a test, a
button is provided for them to go jump straight to the summary.
2) ACTIVITY-CENTRED STRUCTURE
The activity-centred structure is built on a single
activity (see Figure 4.5). After a brief introduction, in
the preparation page, the learner is briefed on what he
or she is required to do. Instructions should be clear as
many learners are not familiar with such as approach
and they have to be assured that they can continue
even without being lectured on the basic concepts and
principles. The preparation page should state the
goals of the activity, how the activity fits in the lesson
and the topic, what learners must know before
beginning the activity, rules of behaviour in the activity
and links to needed information and resources.
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Chapter 4: E-Learning
Introduction
ACTIVITY
Preparation
Summary
Test
Introduction
Test 1
Lesson 1
Test 2
Lesson 2
Test 3
Lesson 2
Summary
Final
Test
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LEARNING ACTIVITY
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employ in the delivery of your e-learning course. Many of these techniques can be
adapted to work with any subject matter, Many can used with the class as a whole, by
small groups and by learners working alone.
1) WEBCASTS
The most common format of
a webcast is a lecture or speech
transmitted to learners through the
web followed by questions from
learners (see Figure 4.6). The
lecturer or presenter receives
question through chat room, audio or
conferencing system.
Webcasts should be used to
teach any kind of material that
requires
extensive
interaction
Figure 4.6 A webcast
between the instructor and learners.
It is technique that is best suited
when you do not know learners know and what they need to know, and thus unable to
predict what questions they will ask. The procedure for a webcast is as follows:
1. The instructor announces when the webcast will be conducted so that learners
can fit it into their schedules.
2. Instructor welcomes learners and introduces the presenter.
3. The presenter (who may be the instructor) presents the material.
4. Learner ask questions through the chat room or audio conferencing tool until
time runs out.
5. The instructor summarises, thanks the presenter and assigns follow-up actions
which may be to answer some questions, solve a problem or research an issue.
6. Learners perform the follow-up actions.
Although the most common form of a webcast is the lecture there are several
interesting variations. For example, the webcast could be a demonstration on how to
perform a task, a debate between two opposing sites arguing an issue, an interview
with an expert or recognised authority, a panel discussion of three to four experts, a
team of learners specially selected to research a topic and make a presentation. The
possibilities of using the webcast many and you have to select techniques that meet
your requirements.
2) DRILL AND PRACTICE
The drill and practice technique is used to repeatedly exercise a simple or
small area of knowledge. While there is strong objection from some educational
theorists on drill and practice, this technique is useful in helping learners memorise
facts that they must be able to recall reliably without hesitation. Some examples
include, spelling, grammar rules, symbols and emblems, sign language and so forth.
The drill and practice procedure is as follows:
1. Start with an introduction welcoming learners and explaining what the activity
requires and what the learner will gain.
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2. A simple problem that requires the learner to apply the knowledge or skill
being taught.
3. Opportunity for learner to solve the problem.
4. Instructor provides feedback on the learners attempt.
5. The process is repeated and learners receive feedback on their solutions.
6. At the end, learners review what they have learned and try to apply it in realworld situations.
3) SCAVENGER HUNT
The scavenger hunt is a techniques
that challenges learners to find their own
sources of information from the web. They
gather scattered bits of information from
various internet sources by citing the source
and the URL where it was found.
The scavenger hunt technique is
used to teach learners to find reliable
sources of information and especially
valuable in subject areas where the best,
most up-to-date and most accurate
information can be found on the web. In
such fields, knowing where to find information is an essential job skill in its own right
(Horton, 2000). Scavenger hunts teach learners to find, evaluate, and select sources of
information. In addition to learning how to find sources, as a bonus, learner acquire
sources they can rely on in the future. The following is the procedure for the
scavenger hunt:
1. The instructor specifies the task and the questions that need to be answered
and may suggest possible sources of information.
2. Learners identify sources of information from the web.
3. Learners answer the questions using the sources of information they have
identified.
4. Learner submit their answers to the instructor.
5. Instructor grades their submissions.
Scavenger hunts do not have to be complex and they can as simple as a list of
10-15 short questions that learners can answer by consulting web resources. To make
it more game-like, you could add a countdown timer that imposes a time limit on
searches. Emphasise that merely answering the question is not enough, learners need
to identify reliable sources of information (to judge for their accuracy) for use in the
future
4) GUIDED RESEARCH
In the guided-research activity, learners consult various sources of information
on a topic and then assemble a report or a web scrapbook summarising the topic. This
technique works well with individuals, groups and entire classes. The locating of
information is not the primary focus, but rather more important is learners having to
evaluate, select and organise information. The following are the steps for the guided
research technique:
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1. The instructor assigns the research topic (or several sub-questions) which
learners have to collect data.
2. The learners individually or in groups gather the information necessary to
answer the research question or research questions.
3. Learners evaluate the information they
have gathered, select relevant facts, and
organise them.
4. Learners each prepare a report
summarising their findings and there is a
deadline for submission.
5. The instructor grades the reports based on
the extensiveness of the research,
accuracy of facts and its organisation.
A variant of guided research is when
learners gather and organise information on a
subject in the form of a scrapbook by cutting
and pasting (not linking) resources. The material put together in the scrapbook could
be text, pictures, statistics, small bits of multimedia, quotations and so forth. The
information is annotated with brief explanations of what they mean and why learner
selected them. Learners can later post their scrapbooks to forum for others to
comment on.
5. CASE STUDY
Case studies give relevant, meaningful
experiences from which learners can abstract
useful concepts and principles. The case can be a
real-world event, process or system. Learners are
also given materials that describe or perhaps even
simulate the case. After working with the case
study, learners attempt to answer questions about
the case or to generalise the principles revealed by
the case. Web based case studies may be different
from classroom case studies because they can
include multimedia elements or simulations. The
following are the procedures for using case
studies:
1. The instructor provides learners access to
the case and assigns a list of questions to
answer.
2. Learner study the case materials.
3. Learners answer the questions and post
their answers to t discussion group who Case study from the web
review and critique each others answers.
Learner review their answers until the deadline.
4. Learners generalise the principle, trends, heuristics and guidelines they infer
from the case studied. They specify how this knowledge can be applied to
future cases in the real world.
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Chapter 4: E-Learning
5. The instructor grades the learners work based on whether they identified the
correct principles.
Case studies are good for teaching complex knowledge that cannot be reduced
to a simple formula; and are especially good for teaching judgement skills necessary
to deal with complex and contradictory situations common in real life. Case studies
can take many forms such as virtual field trips which take learners to the real world,
blueprints & drawings, spreadsheets of numerical data, video clips, audio clips,
multimedia simulations and others.
6. GROUP CRITIQUE
Often people learn more from the comments of their classmates than from
their instructors. Group critiques have learners help other learners to refine their work
through online discussion. A learner prepares an answer to a question, posts it for
others to critique, and then revises if before submitting the final version. The
procedures for conducting the group critique is as follows:
1. The instructor assigns a question for learners to answer or some other task for
them to perform.
2. Individual learners post their preliminary answers to a discussion group.
3. Learner ask questions, criticise and suggest changes until the deadline.
4. The instructor evaluates learners based on the quality of the final answers and
on the helpfulness of their comments to others.
7. LEARNING GAMES
Learning games let people learn by playing. Learning games are computer
simulations that allow learners to practice a highly interactive task. The provide a
model of the real world system and by repeatedly playing the game, learners spot and
infer principles.
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Chapter 4: E-Learning
LEARNING ACTIVITY
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Chapter 4: E-Learning
PROMOTING COLLABROATION IN E-LEARNING
Learning as summarised by Savery & Duffy (1995); Boud & Feletti 1991)
and Jonassen, Davidson, Collins, Campbell, & Haag (1995) is:
1. an active and engaged process. Rather than being told what to do or how to
solve a problem, learners should be able to generate their own learning issues.
Therefore, learning is situated in a context meaningful to the learner which
leads to greater ability to transfer to other situations or settings.
2. a process of constructing knowledge. Consistent with the philosophical
principles of constructivism, problem-based learning purports that learners
construct their own knowledge.
3. being able to function at a metacognitive level. Learning is focused on
thinking skills rather than working on the "right answer the teacher wants".
Students generate their own strategies for defining the problem and working
out a solution. The instructor's role is that of a facilitator, a guide or coach,
probing students' thinking, monitoring their thinking and generally keeping the
process moving.
4. involves social negotiation. Problem-based learning requires group
collaboration. Students are able to challenge their thoughts, beliefs,
perceptions and existing knowledge by collaborating with other students thus
assisting their cognitive development process.
How does one ensure that in the in the e-learning environment, opportunities
are available to ensure that learners are active and engaged, construct knowledge,
function at a metacognitive level and are involved in social negotiation. The key word
is collaboration and in recent years several computer-mediated communication
(CMC) tools (many of which are free) have been introduced that has facilitated
collaboration in the cyber environment. These tools promote full and spontaneous
communication among learners, instructors/tutors and others and with collaboration
learners feel more empowered, daring and confrontational regarding the expression of
ideas (Kubala, 1998). The following are popular collaboration tools: [We will discuss
in more detail about these tools in Chapter 5: Web Tools and Technologies].
Email The earliest collaborative is simple and perhaps the most widely used to
communicate across the web.
Wiki - A collaborative Web site. Anyone with access to the wiki can directly edit its
content using a simplified language. Wikipedia is an online encyclopedia for which
people from around the world collaborate to create and update entries.
Blogs - An online journal with chronological postings. Blogs can be authored by
individuals, but often are the collaborative efforts of multiple authors.
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Chapter 4: E-Learning
Social networking sites - Sites providing closed Web pages for posting information
on personal interests and for connecting with "friends." Two popular sites are
Facebook, MySpace and more recently Twitter.
Discussion Boards - Like email, but localized so that all participants can see all
messages and who replied to whom (threads). Conversation happens asynchronously,
or over time. Many sites offer discussion boards to instructors for their classes.
Chat or Instant Messaging - With these synchronous technologies, online
conversation happens in real time. Chat or IM is usually quick and informal, and short
phrases and typos are the norm.
Teleconferencing and Videoconferencing - Real-time communication where
participants can hear and see each other. Skype is another popular conferencing
solution.
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Chapter 4: E-Learning
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Chapter 4: E-Learning
Online Forum
Introduce yourself as the group tutor, e. g. I am Lee Kong Beng, your tutor for
EIT 634 Fundamentals of Instructional Technology
(ii)
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Chapter 4: E-Learning
(iv) Communicate your decisions on topics that should be discussed online, e. g. All
discussion related to the assignment will be carried out in the forum.
(v)
(ii)
Read all the postings for a particular day/week and deal with the issues or
topics that are central to all or most of the postings.
(iii)
(iv)
Make an example of peer responses that are or which are well thought-out or
which reflect critical thinking. Use words of encouragement or praise from
time to time to motivate students to respond to each other.
(v)
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Chapter 4: E-Learning
(ii)
(iii)
(iv)
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Chapter 4: E-Learning
KEY WORDS
E-learning
Learner-centred approach
Instructor-centred approach
Instructivist
Constructivist
Social constructivist
Blended approach
Classic tutorial
Activity-centred lesson
Knowledge-centred lesson
Webcast
Scavenger hunt
Online tutoring
Collaboration
SUMMARY
Research has shown that most people enjoy and learn better through social
interaction, and that there is a basic truth in the statement that learning is a
social activity.
The constructivist approach argues that people have to be active learners and
construct knowledge themselves.
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Chapter 4: E-Learning
The social constructivist approach means that the student joins a knowledgegenerating community and in collaboration with others solve real problems as
part of their study.
In the classic tutorial, the learner start with an introduction to the lesson and
then proceed through a series of pages teaching progressively more advanced
skills or concepts.
Techniques that promote active learning are those that encourage learners to
consider, research, analyse, evaluate, organise, synthesise, discuss, test, decide
and apply concepts, principles, theories and skills.
The online tutor plays a significant role in determining the extent to which
online interaction can be beneficial to learners.
REFERENCES
Bjrke, A, Ask, B. & Heck, D. (2003). Global cooperation on e-learning background
and pedagogical strategy. United Nations University/Global Virtual University
Clark, R. Mayer, R. (2003). e-Learning and the Science of Instruction. San Francisco:
Pfeiffer A Wiley Imprint
Horton, W. (2000). Designing web-based training. New York: Wiley.
Kubala, T, (1998). Addressing student needs: Teaching on the internet. T.H.E.
Journal. 25(8). 71-74.
Nick van Dam, 2004, The e-Learning Fieldbook, New York: McGraw-Hill