- 272 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
preparing for blended e-learning
About This Book
Blended and online learning skills are rapidly becoming essential for effective teaching and learning in universities and colleges. Covering theory where useful but maintaining an emphasis on practice, this book provides teachers and lecturers with an accessible introduction to e-learning.
Beginning by exploring the meaning of 'e-learning', it supports tutors in identifying how they plan to use technology to support courses that blend online and face-to-face interactions. Illustrated by a range of case of studies, the book covers:
- designing quality, appropriate effective and online learning
- efficient and sustainable e-learning activity
- providing appropriate feedback to learners
- devising student activities and sourcing learning resources
- managing online and offline interactions
Packed with practical advice and ideas, this book provides the core skills and knowledge that teachers in HE and FE need when starting out and further developing their teaching course design for blended and online learning.
Frequently asked questions
Information
- access to a wide choice of alternative resources on your personal computer drawn from international, as well as institutional, digital repositories, accessed via a single log-in that personalizes the âblendâ of learning you are offered;
- studying online with tutors as facilitators and emphasis on co-creation within a course that is rich in online collaboration;
- downloading content to mobile devices, using podcasts and e-books as resources, tablet PCs with wireless connections to take and share notes in class, and using text messaging to receive course updates while on the move;
- immersion in online multi-player gaming or multimedia role-playing using extended, authentic simulations to explore real-life problem solving;
- personalized content delivered through a customized interface with RSS alerts to flag new content relevant to individual interests;
- using a virtual learning environment (VLE) to access course materials and ask questions whether on- or off-campus;
- uploading notes to your own blog (weblog) while the lecture is in progress and using hand-held voting devices to offer instant feedback to the presenter;
- learning on a just-in-time basis using computer-based tutorials;
- staying in contact with study buddies away from the class through use of instant messaging and other informal âsocial computingâ mechanisms;
- assembling and publishing an e-portfolio of your work from courses studied across several institutions;
- seamless integration of physical and virtual learning spaces that integrate and accommodate technology, but focus on student learning;
- successful and rewarding studentâteacher relationships initiated and maintained through online communication without ever meeting face to face.
- Personalization: The early PCs were able to ârecognizeâ and use the studentâs name, personalizing responses to student activity, e.g. âWell done, Chris, now try this new questionâ. Now, more refined personalization of the environment is possible, using a student home page or portal that recognizes each student when they log in, and can offer them tailored content based on preferences, performance and permissions.
- Saving individual work-in-progress: While students at one time would save work on to floppy disks (carried along to every session), they are now more likely to save progress to a central server that they can access from many locations. Or they may save files to a USB device so that they can work on these using their own off-campus machines. Being able to save work-in-progress allowed students to complete more complex tasks across several, separate sessions and led to widespread word-processing of notes and assignments.
- Self-paced learning: A significant virtue of computers is that they never grow weary of explaining the same point repeatedly. Computers do not generally impose a time limit on the studentâs activity. If the student is working one-to-one with the computer, there need be no suggestion that they are slowing down the rest of the class, or moving ahead too fast. Computer-based courseware can permit a student to revisit content as often as necessary, when they wish. It works at an individual student-centred pace, rather than at a speed set by others.
- Multiple choice and automated feedback: The multiple-choice quiz (MCQ) was often a substantial element within early computer-based learning packages. MCQs were easy to generate, and if students provided the wrong answer, the computer could address this through constructive feedback, providing information on why that answer was incorrect. Unfortunately, this element was sometimes overdone in early computer-based tests. Students could become so bored with repetitive question answering that they would randomly select options in order to be allowed to continue. MCQs in computer-based learning became discredited, but they remain a feature of e-learning, now presented with a much greater degree of sophistication. Online programs such as Hot Potatoes (www.hotpot.uvic.ca/) are readily available to teachers under educational licences that allow use free of charge if there is dissemination of the tests created. Modern MCQs offer variety, are easy to use and can be highly effective in some contexts.
- Tracking student progress. Using a computer not only makes testing easier to do, but makes it easier to collect data on individual student performance in a form that allows analysis of the class or student, or even comparison across classes. Refinements in data mining and student tracking now mean that it is possible to see how individual students, or groups of students, tackle a particular activity (time spent on each screen, use of help screens, number of attempts, etc.), as well as noting scores. This level of information can act as an early warning of which parts of the course students find difficult. It can also alert teachers to parts that are habitually skimmed or omitted.
- Using third-party content: It was not feasible for most tutors to create their own computer-based learning packages. Even today, with availability of powerful and intuitive âwhat-you-see-is-what-you-getâ (WYSIWYG) word processors and web editors, there remains a tradition of using third-party computer-based resources. With the growth in the internet, there are many more externally produced resources to use, and it is easier to locate and tailor suitable material for e-learning. High-profile international educational initiatives such as the MIT Open Courseware initiative (www.ocw.mit.edu), and the emergence of national repositories such as Jorum (www.jorum.ac.uk) in the United Kingdom and MERLOT (www.merlot.org) in Canada, increase the ease with which suitable educational resources can be found. So, although it is now easier to make your own online or computer-based material, this remains an unusual approach in the face of the greater quantity and higher quality of third-party resources available for reuse or repurposing.
- Concerns about quality: These can arise as technical, pedagogical and/or operational questions. Will the learning experience be comparable with that which the student would obtain through more conventional teaching? If the content is devised by someone else, will it be relevant to the context in which your students are being taught? Is this content as good (e.g. as accurate and topical) as that which you could generate yourself? Will the application prove robust in use? Will the service on which it relies continue to be available when, and as long as, you and your students need it? Will the service remain affordable?
- Concerns about control: The question of how to maintain control of a class is one that all teachers wonder about, and not just in respect of e-learning. In that sphere the questions may include âHow can I make sure that your students are not wandering off and aimlessly exploring the package (or the computer or internet more generally)?â; âWill they access applications, or information, which they should not be allowed to see, or which should be released in a staged way?â; âHow can you be sure that they are understanding and learning, rather than unreflectively pressing the âNextâ button until they reach the end?â; âIf student performance is assessed using a computer, without the tutor being present, how can you be sure that the work is their own?â
- Concerns about change: These are perhaps the most significant set of concerns. How is it possible to keep up with the demands of the technology as well as with the demands of teaching a syllabus that includes student activity and course content which you have not yourself devised? Will this ultimately lead to a reduction in the status of tutors while increasing the numbers of students that they are expected to teach? Where is all this change leading?
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- List of figures
- List of tables
- List of examples
- Series editorsâ foreword
- Acknowledgements
- Introduction
- 1. What is blended e-learning?
- 2. Different approaches to blended e-learning
- 3. Devising blended e-learning activities
- 4. Documenting e-learning blends
- 5. Choosing e-tools for blended activities
- 6. Environments to integrate activity blends
- 7. Sustainable blended e-learning designs
- 8. Support structures for blended e-learning
- 9. Ethical issues in blended e-learning
- Glossary
- References
- Index