Title: eLearning
1e-Learning
- Prof. S. Hartati R. Suradijono, M.A.Ph.D.
- Fakultas Psikologi, Universitas Indonesia
2(No Transcript)
3e-Learning
- the systematic use of networked multimedia
computer technologies to empower learners,
improve learning, connect learners to people and
resources supportive to their needs, and to
integrate learning with performance and
individual with organizational goals - (Goodyear, 2000)
4e-Learning enables more engaging materials to be
created for a range of abilities and preferred
learning styles.
e-Learning offers learners 24/7 access to
materials and support.
e-Learning encourages the development of an
independent learning culture.
5e-Learning - interactive learning that uses
computer and communications technologies to train
or educate (Cummings, 2001)
goal
Learning
6e-learning kritik
-
- contain a little more than the schedule, a
brief outline of the course content, Power Point
slides of the lecturers notes, and sometimes,
sample of examination papers. - ( Sam Naidu, 2003)
-
-
7Mengapa?
- Melihat belajar sebagai proses transmisi dari
informasi
Pasif menunggu (disuapi)
TEACHER CENTERED
8- seharusnya
- learning is knowledge construction, not knowledge
absorption
AKTIF membangun pengetahuan
LEARNER / STUDENT CENTERED
9The Three Dimensions of Learning
- Cognitive
- Knowledge and Skills
- Functionality
- Social
- Communication
- Cooperation
- Sociality
- Emotional
- Feelings and Motivation
- Sensibility
10Dimensions of Learning Affected
- Cognitive
- Reading articles
- Observing animations
- Experiments
- Social
- Profiles
- Video Conferences
- Forums/Glossaries
- Debate
- Emotional
- Continuous assessments
- Competitive aspect
- Variety
11Learner centered
- (Learner)
- Represent knowledge
- Link new information to old
- Monitor their own critical creative thinking,
- Achieve complex learning goals
12 Learner centered
(System)
- Foster curiosity intrinsic motivation
- Challenge students with appropriately high
standards - Recognize individual differences in learning
- Nurture social interaction interpersonal
reasoning
13- Dalam e-learning berbasis learner-centered ada
dua modul yg besar peranannya - Content module (CM)
- Discussion module (DM)
14 Content module (CM)
Motivation (1)
- Build on anticipated outcomes
- Put the L at risk
- Select the right content for each L
- Help L see how their involvement will produce
outcomes they care about - If L have something to loose they pay attention
- If its meaningless, or L already know it, its
not going to be enjoyable
15Motivation (2)
CM
- Use an appealing context
- Have the L perform multiple tasks
- Novelty, suspense, fascinating graphics, humor,
sound music, animation should be drawn well. - Real or, authentic tasks is much more interesting
than having them repeat or mimic one step at a
time
16Motivation (3)
CM
- Provide intrinsic feedback
- Delay judgment
- Seeing the positive consequences of good
performance is better feedback than being told
Yes, that was good. - If L have to wait for conformation, they will
typically reevaluate for themselves while the
tension mounts essentially reviewing and
rehearsing
17Navigation (1)
CM
- Let L see the boundaries of their universe.
- Let L see how the contents are organized
- How long will it take?
- What does it cover? How hard will it be?
- Sequence of topics in order of recommended study,
structured listing of topics by discipline, list
of topics by media, list of topics by
instructional activities etc.
18Navigation (2)
CM
- Let L see where they are
- Let L go forward
- Let L back up
- Let L correct themselves
- Providing a sense of orientation and position
(e.g. thermometer) - Graphical map showing where they have arrived
with their command to go forward.
19Principles of Multimedia Design (1)
CM
- Multimedia Principle
- Students learn better from words and pictures
than from words alone - Spatial Contiguity Principle
- Students learn better when corresponding words
and pictures are presented near rather than far
from each other on the screen - Temporal Contiguity Principle
- Students learn better when corresponding words
and pictures are presented simultaneously rather
than successively
20Principles of Multimedia Design (2)
CM
- Coherence Principle
- Students learn better when extraneous material is
excluded rather than included - Student learning is hurt when interesting but
irrelevant words and pictures are added to a
multimedia presentation - Student learning is hurt when interesting but
irrelevant sounds and music are added to a
multimedia presentation - Student learning is improved when unneeded words
are eliminated from a multimedia presentation.
21Principles of Multimedia Design (2)
CM
- Modality Principle
- Students learn better from animation and
narration than from animation and on-screen text
that is student learn better when words in a
multimedia message are presented as a spoken text
rather than printed text. - Redundancy Principle
- Student learn better from animation and narration
than from animation, narration, and text.
22Discussion module (DM)
GOAL
To create a community of inquiry where students
are fully engaged in collaboratively constructing
meaningful and worthwhile knowledge.
reflection
through process
discourse
23Community of inquiry in higher education is to
stimulate and facilitate critical discourse and
reflection
Creating and sustaining this community is framed
by the three core elements of a community inquiry
Social presence
Cognitive presence
Teaching presence
24Social presence reflects the ability to connect
with members of a community of learners on a
personal level.
Cognitive presence the process of constructing
meaning through collaborative inquiry
Teaching presence the crucial integrating force
that structures and leads the educational process
in a constructive, collaborative , and sustained
manner.
25Social presence
The goal is to create a climate of trust and
belonging that will support interaction and
questioning a predisposition
Principles Establish a climate that will create
a community of inquiry.
Example Introducing and share personal and
professional interest discuss formal expectation
of the course in small groups create a chat
room for informal communication etc.
26Cognitive presence
The process of inquiry that moves from problem
definition to exploration of relevant content and
ideas, integrating those ideas into a meaningful
structure or solution, and then directly or
vicariously testing the validity or usefulness of
the outcome.
Principles Establish critical reflection and
discourse that will support systematic inquiry.
Example
Providing permanent record that students can use
to reflect upon small groups discussion, or
brainstorming teacher respond and model
respectful discourse teacher establish a
friendly environment and reinforce the guidelines
for discourse (e.g. length of message).
27Lesson Learned
kelebihan
Dosen/Fasilitator
- Dapat memantau proses belajar kemajuan
individual terekam feedback - Dapat mengakomodasi 3 macam learning styles
auditory, visual, dan kinesthetic. - Dapat mengakomodasi kecepatan belajar pemelajar
lambat s/d cepat. - Mengembangkan berbagai learning dan soft skills
Mhsw - Menjadikan Mhsw bertanggung jwb atas proses
belajarnya sendiri
self-regulating learner
28Lesson Learned
Tantangan
Dosen/Fasilitator
- Pelaksanaan e-learning disamakan dengan kelas
tatap muka - Disain pembelajaran yg digunakan tidak mengacu
pada kerangka teoritik yg khusus untuk
pengembangan sebuah courseware - Kurang memahami karakteristik (/-) dari berbagai
mode text, gbr., animasi, video/film
penggunaannya dlm mencapai tujuan pembelajaran
tdk maksimal
29Lesson Learned
Tantangan
Dosen/Fasilitator
- Kurang menguasai teknologi (gap-tek)
- takut.., melihat komputer hanya sbg tool
(word, excel, SPSS, dll.) - Persepsi salah e-l mengurangi wibawa D,
membatasi tatap muka social skills M ,
nyontek norma akademik - Berlebihan magic-box, cocok utk semua tujuan
pembelajaran, self-motivating,
30Lesson Learned
Tantangan
Dosen/Fasilitator
- Tidak mendisain keseluruhan lingkungan
pembelajaran (learning environment) tetapi
langsung masuk ke content. - Disain pembelajaran tidak berbasis pendekatan
learner centered - Disain pembelajaran cenderung berupa electronic
pages akibatnya mahal, membosankan
31Lesson Learned
kelebihan
Pemelajar/Mahasiswa
- Self-pace motivasi
- Learner-control dlm navigasi rasa ingin
tahu - Memiliki links yg kaya tidak membatasi
kedalaman pemahaman (kualitas kuantitas) - Learning dan soft skills berfikir kritis,
memecahkan masalah, komunikasi (arguing/debating),
dll.
32 tantangan
Lesson Learned
Pemelajar/Mahasiswa
- Terbiasa spoon-fed shg. selalu mencari/menunggu
perintah perlu structure menolak
learner ctrl . - motivasi , rasa ingin tahu
- Lost in cyberspace karena keterampilan regulasi
diri rendah - Aksesibilitas ke sistem e-learning terbatas
motivasi - Interface system kurang ramah motivasi
- Sumber belajar off-line terbatas
33terima kasih
34terima kasih