Title: Designing Effective Elearning Environments: Community is as Important as Content Paul Resta Learning
1Designing EffectiveE-learning Environments
Community is as Important as ContentPaul
RestaLearning Technology CenterThe University
of Texas at Austin
2E-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.
3Broadcast model still dominant
4Old 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
5Growing knowledge-base of how people learn
- How People Learn Brain, Mind, Experience, and
School (Book also available online)
http//www.nap.edu/html/howpeople1/
6Transitioning to new learning environments
7A rich learning environment is
8 Moving toward Authentic Learning
Enguage North Central Regional Educational
Laboratory (http//www.ncrel.org/engauge/highlite.
htm)
9Design 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)
10Know the Learner
- Generational Groups
- Matures (pre-1946)
- Baby Boomers (1946-1964)
- Generation X (1965-1980)
- Millennials (1981-1994)
- Neo Millenials (1995 -)
- Wendover (2002)
11Learner 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?)
12Design 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
14Authentic Assessment Group Accountability
15Authentic Problem Presentation
Simulate the problem in the context in which it
is normally and naturally encountered.
16Authentic Context
- (Tech leadership course problem solving video)
17Authentic Tasks - Examples
- Analyze student performance data
- Conduct hardware Inventory
18Authentic Tasks
Role Playing
19Authentic Tools
20Authentic Tools
21Online Scaffolding and Support
Experts provide ideas and suggestions for best
practices at start of each learning task (through
pre-recorded video segments)
22Online Collaborative Learning
- process through which learners work together to
accomplish specific learning tasks or projects
using networks and software tools
23Why 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)
24Community 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
25Building and Supporting Learning Teams
- Learning about each other
- Social presence and connection
- Students develop rules and norms
- Sense of community
26Peer and Self Assessment
- Individual accountability
27Peer and Self Assessment Result
28QTVR Software
- VR Worx
- Educator Price 249
- www.classsource.com/vrworx/
- index.html
29Summary
- High cost does not mean high quality
- Apply knowledge of how people learn to create
more effective learning environments
30Contact
- Email resta_at_mail.utexas.edu
- Web www.utexas.edu/education/LTC/about/resta/inde
x.php