E-Learning & Digital Education

1 E-Learning & Digital EducationG.Mohan Administrative St...
Author: Dorothy Pope
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1 E-Learning & Digital EducationG.Mohan Administrative Staff College of India Hyderabad

2 In this presentation Old Paradigm of educationEvolution of distance education Educational technology Synchronous learning vs asynchronous learning Teaching vs learning E-Learning

3 The Old paradigm of educationClassroom Confined by the 4 walls No of students limited by the size Students face the teacher Teacher Mostly one teacher at a time Limitations of teacher’s capability Textbook A synthesis of knowledge presented in a structured manner to a syllabus Revisions, mostly once in 1 or 2 years A relic of the 16th century. First introduced by a French philosopher Petrus Ramus Students Pedagogy-transmission of knowledge Petrus

4 Old paradigm of education contdStudents Classified by age mostly Students of different abilities have to learn together Annual promotion mostly Timetable One subject at a time Learning stops once period is over A session missed, lost forever Limited flexibility for teacher and student conveniences and preferences

5 Old paradigm Interaction AssessmentIn classroom – one at a time mostly between teacher and student Limited interaction after class Assessment Memory of texts, definitions and application of formulas Mostly at the end – summative assessment. Limited use of this feedback Difficulties in giving feedback as the learning is on.

6 Teaching vs learning

7 Teaching vs learning I never TEACH my pupils, I only attempt to provide the conditions in which they can learn – Albert Einstein Teaching is what others do to you, learning is what you do to yourself – Author unknown

8 Teaching vs. Learning

9 Video (Ken Robinson)

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11 Evolution of distance educationIn the 1840s, the first successful attempt was Sir Isaac Pitman teaching shorthand using weekly mailing of post cards. University of London was the first to offer degrees through “External programme” – 1858 Major success in 1890 Chicago for training miners as Mine inspectors through correspondence courses

12 Evolution of distance education contdCorrespondence courses became common in first half of 19th century worldwide. First global conference in 1938 Radio was seen as a promising medium. Courseware by mail and instruction by teacher through radio Television also was seen as a medium of teaching. Gyandarshan (UGC) in India became popular.

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15 Internet happened

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17 Video of Peter Norvig

18 E- Learning definitionEducation via the Internet, network, or standalone computer. Network-enabled transfer of skills and knowledge. e-learning refers to using electronic applications and processes to learn. e-learning applications and processes include Web-based learning, computer-based learning, virtual classrooms, and digital collaboration. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite TV, and CD-ROM.

19 E-learning helps New Paradigm

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21 Educational TechnologyAlongside the evolution of distance education several tools educational technology tools were getting evolved too PCs Projectors Printers Xerox Calculators CD-ROMs

22 Why use technology ? Interactivity Content delivery/revisionManaging learning and resources Collaboration Communication Sense of cohort Variety of teaching and learning preferences Formative and summative assessment

23 Educational Technology toolsDelivery modes Synchronous learning Asynchronous learning In synchronous learning, all participants are "present" at the same time. it resembles traditional classroom teaching methods It requires a timetable to be organized.

24 Synchronous learning toolsVideo conference Web- conference Instructional Television Radio Live streaming Direct-broadcast satellite Online games

25 Asynchronous learning toolsStudents are not required to be together at the same time.  Participants access course materials flexibly on their own schedules Tools Mail correspondence Video recording Audio recording Message boards CD-ROMs

26 Why eLearning! Flexible learning and development opportunitiesAnytime and anywhere access to learning / training modules Trainees choice over when, where, and how to engage in the learning process Trainers and trainees connect and participate in synchronous and asynchronous discussions Store and share learning resources reuse and update content Engage participants in active, collaborative and social learning process 10/3/2015

27 Why E-Learning Assess employee performanceTrack employee learning progress Reduce training costs involved in traditional F-2-F training methods Provide continual professional development and personalized learning opportunities New employee orientation Business operations courses Professional development courses

28 Blended learning Learning events that combine aspects of online and face-to-face instruction or Synchronous and asynchronous delivery modes Most Open Universities across the world use it

29 Video of Future classroom

30 eLearning Types Source: COLeLearning Modalities Source: COL 10/3/2015

31 Blended Learning A formal education / training program in which a participant learns: at least in part through online learning, with some element of student control over time, place, path, and/or pace; at least in part in a supervised brick-and-mortar location away from home; and the modalities along each participant’s learning path within a course or subject are connected to provide an integrated and enhanced learning experience (Horn and Staker, Christensen Institute, 2013) A reciprocal arrangement between what happens in online learning environment and what transpires in the F2F setting 10/3/2015

32 Blended Learning Source: Sloan Consortium, 2007 10/3/2015

33 Blended Learning Thoughtful fusion of the best of face-to-face teaching and online learning to improve learning outcome Is not merely the technology-enabled instruction Involves leveraging ICTs to afford each student personalized learning experience Increases student control over the time, place, path and pace of his or her learning Faculty / trainer transmit content (lecture recording, case studies, journal articles) online (LMS) to free up classroom time for active learning Students / trainees come prepared and actively engage in group work, problem-solving exercises, discussion etc. (Flipped Classroom) offers the “best of both worlds” in an effort to improve the quality of student learning. isn’t simply about mixing technology and teaching, however. The power in blended learning lies in its ability to improve the student experience. some of the class time previously used for lectures can be used in student-centred activities instead. Allows students to use and apply knowledge gained from online material in class thus reinforcing their understanding of the content. 10/3/2015

34 Flipped Classroom In inverted classroom, students view lecture material prior to class, then spend class time engaging in exercises under the supervision of the teacher. 10/3/2015

35 Evolution of Corporate TrainingSource: Josh Bersin 10/3/2015

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37 eLearning Technologies D-groups Blogs Wikis Twitter Facebook Google Apps for Education Content authoring tools Audio editors (Audacity) Video editors (Windows movie maker) Institutional repositories CMS Virtual Conference tools LMS 10/3/2015

38 Virtual Classroom Video of Aview

39 Assessment Tools Create Online Quizzes, Surveys, Polls Demo of

40 Evolution of Corporate TrainingSource: Josh Bersin 10/3/2015

41 Learning Management System (LMS)An integrated software designed to: plan, deliver, manage and evaluate learning process track participants’ performance provide more choices for instructors – course design, session delivery and student evaluation support academic and administrative activities LMS facilitates educational institutions, corporates and training organizations create an engaging and flexible learning environment 10/3/2015

42 Training and DevelopmentPain Areas Finding participants for programmes Minimum disruption from work Finding quality content and instructors Minimise cost Designing personalised programmes Providing training to people in remote locations Making training interesting and effective

43 Video talk by Daphne Koller

44 A Typical MOOC structureDuration – weeks Requires – 3 to 4 hours of work Most courses do not require prior qualifications Content Videos ( each of 8 – 15 min) Short quizzes Links to articles or chapters Peer graded assignments Discussion group Final exam ( MCQ)

45 MOOC Statistics Over 700 Universities Over 6850 Courses58 Million students Top five MOOC providers by registered users: Coursera – 23 million edX – 10 million XuetangX – 6 million FutureLearn – 5.3 million Udacity – 4 million https://www.class-central.com/report/mooc-stats-2016/

46 Demo of Coursera

47 Indian govt initiatives in e-learningNPTEL NMEICT ( Sakshat) E-Pathshala SWAYAM Techpedia National Knowledge Network Inflibnet – UGC funded library network

48 Trends of MOOC 2016 MOOCs no longer massiveCourses available right through the year and one can start immediately College credit, credentials and degrees A push towards Business to Business – corporate training Regional MOOC providers Paid Only Courses

49 Video of Anant Agarwal of EdX

50 Pros and Cons of MOOC Pros Scalability Low cost or freeLearners can learn at their convenience at their own pace Discussion forums

51 Pros and Cons of MOOC Cons Pedagogy still evolving. Cannot substitute classroom yet. Easy learning is not good learning High drop out rate – 90 % + Examination and certification still evolving Only entry level courses right now Unable to target non-consumers Most MOOC providers do not have a revenue model in place.

52 Break

53 Gamification Gamification: (noun) The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity. Used for making training or learning fun and interactive

54 Gamification contd. Gaming should not be used routinely . Make a PlanIdentify areas where gaming can work Try Simple Rewards Giving prize for quiz or best presentation Track the Work Long term tracking of all elearning work, assignments, quizzes Use Points 1 point for normal work 3 points for addl work or helping others Gaming should not be used routinely .