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Designing Effective Elearning Environments: Community is as Important as Content Paul Resta Learning

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Title: Designing Effective Elearning Environments: Community is as Important as Content Paul Resta Learning


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
Growing knowledge-base of how people learn
  • How People Learn Brain, Mind, Experience, and
    School (Book also available online)
    http//www.nap.edu/html/howpeople1/

6
Transitioning to new learning environments
7
A rich learning environment is
  • (Wilson, 1996)

8
Moving toward Authentic Learning
Enguage North Central Regional Educational
Laboratory (http//www.ncrel.org/engauge/highlite.
htm)
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

13
Designing Student-Centered Learning Environments
14
Authentic Assessment Group Accountability
15
Authentic Problem Presentation
Simulate the problem in the context in which it
is normally and naturally encountered.
16
Authentic Context
  • (Tech leadership course problem solving video)

17
Authentic Tasks - Examples
  • Analyze student performance data
  • Conduct hardware Inventory

18
Authentic Tasks
Role Playing
19
Authentic Tools
20
Authentic Tools
21
Online Scaffolding and Support
Experts provide ideas and suggestions for best
practices at start of each learning task (through
pre-recorded video segments)
22
Online Collaborative Learning
  • process through which learners work together to
    accomplish specific learning tasks or projects
    using networks and software tools

23
Why Collaboration inE-learning Environments?
  • 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)

24
Community is as Important as Content
  • Collaboration fosters dialogue and discourse
  • makes tacit knowledge public
  • Provides safe environment for intellectual
    conflict
  • Multiple perspectives moves learners to deeper
    levels of understanding

25
Building and Supporting Learning Teams
  • Learning about each other
  • Social presence and connection
  • Students develop rules and norms
  • Sense of community

26
Peer and Self Assessment
  • Individual accountability

27
Peer and Self Assessment Result
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_at_mail.utexas.edu
  • Web www.utexas.edu/education/LTC/about/resta/inde
    x.php
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