![]() |
||||||||||||
|
|
|
|
|||
|
Multimedia Encourages
New Learning Styles What does research
say about outcomes from project-based learning? This group of extensive
resources, reference and writings on Project-Based Learning (PBL) includes
a definition of PBL+MM and brief outline of key components; an introduction
to the seven components of PBL+MM; student assessment guides; a review
of the research on PBL; planning and implementation guidelines;notes on
rubric development and a multimedia project scoring rubric; discussion
guides for teachers and students and more. Problem-based learning is an instructional strategy in which students learn through finding meaningful solutions to contextualized problem sets and solutions. In this introductory piece, Rhem provides a concise overview of problem-based learning - its historical origins, roles and procedures. This introduction includes a bibliography with books, resources and online readings and tutorials. Online Education:
New Paradigms for Learning and Teaching A major change in
the education landscape is underway at schools and colleges across the
country and around the world: the use of the internet and web for learning
and teaching. While this development builds upon a couple of decades of
computer networking activities (e.g., email, bulletin board systems),
the internet/web has produced phenomenal growth in the extent and scope
of online education. An interesting opportunity to examine the current
state of the art in this area was brought about by the Paul Allen Foundation
Virtual Education contest. This contest offered a prize of $25,000 for
the most outstanding online course in higher education. A total of 183
entries were received from 148 institutions representing almost every
conceivable subject domain. These entries were judged by a panel of four
experts in educational technology: Roberto Bamberger, Chris Dede, Jon
Dorbolo, and myself. [Note 1] This article describes some of the salient
characteristics of these courses and the issues they raise about online
education. What Is the Collaborative
Classroom? New Learning and Thinking Curricula Require Collaboration --In Guidebook 1, we explored a "new" vision of learning and suggested four characteristics of successful learners: They are knowledgeable, self-determined strategic, and empathetic thinkers. Research indicates successful learning also involves an interaction of the learner, the materials, the teacher, and the context. Applying this research, new guidelines in the major content areas stress thinking. Guidebook 2 describes these new guidelines and provides four characteristics of "a thinking curriculum" that cut across content areas. The chief characteristic of a thinking curriculum is the dual agenda of content and process for all students. Characteristics that derive from this agenda include in-depth learning; involving students in real-world, relevant tasks; engaging students in holistic tasks from kindergarten through high school; and utilizing students' prior knowledge. Scaffolding: A
model for learner support in an online teaching environment In the design of online teaching environments, considerable attention has been paid to the nature of the interface and to the streamlining of activities for learners to engage with. Much less attention has been given however to the nature of the learner support system that is created for novice users learning online. Support systems are essential for learners to engage in the processes of learning and need to be developed in response to needs. It is also imperative that a range of support systems be put in place to enable learners to become competent in learning online, and to learn to interact in a virtual environment. Such skills are now recognised as part of the lifelong learning competencies or generic attributes that universities seek to develop in their graduates. In this paper we offer a theoretical and pragmatic rationale for the development of learning support for online learning, which comprises both resources that learners can access in order to achieve learning outcomes and procedural scaffolds that support the communication process. Examples of support mechanisms are drawn from two pre-tertiary bridging units offered to Indigenous external students studying online. Co-constructing
Learning Environments and Learner Identities- Language Learning in Virtual
Reality ABSTRACT: This paper describes the changing roles of language learners in a collaborative learning environment (MOO). The role of the learner is defined within the concept of learner autonomy, and we use both Kelly's theory of personal constructs and Vygotsky's concept of the zone of proximal development to explore it. These theoretical notions, especially regarding learner identities, are supported by some concepts of virtual reality that emphasise its communicative and participatory nature. Finally, I will look at organisational issues that need to be considered when implementing learner autonomy, on the one hand the Tandem network, on the other hand the integration of MOO activities within an inter-curricular framework between Trinity College, Dublin, and the University of Bochum, Germany. An End to Student
Segregation: No More Separation Between Distance Learning and Regular
Courses ABSTRACT: Are we denying the regular student in face-to-face classes the same quality of education that we are providing the distance student? Are the group communications technology and the collaborative learning methodology that it supports producing courses that are better than face-to-face classes? Is it time to stop mistreating the face-to-space student and eliminate the learning inhibitions that the face to face student faces!? In the view of the author these are the important questions and asking the right question is what leads to the best solutions. Technology in the
Classroom: Tools for Doing Things Differently or Doing Different Things
"Today's technological tools make it possible to teach in new ways--to do things differently or even to do entirely different things. This paper explores issues of school reform and the role of technology in designing new learning environments. We begin not with the technology but with the challenges that face schools and examine why reform is necessary. What are the problems that stimulate the call for teaching and learning in new ways? How does today's reform context lead to a greater emphasis on building learning communities as appropriate and effective vehicles for new learning for students and teachers? After building this contextual framework, we consider the role technology plays in providing solutions to educational problems and in supporting learning communities. We end by exploring how technology tools can support different forms of learning and understanding." The Future of Technology and Education: Where are we Heading? Margaret Riel, University of California, Irvine http://www.gse.uci.edu/vkiosk/faculty/riel/wt6/ New Designs for
Connected Teaching and Learning INTRODUCTION: Technology is not the solution to the complex problems that face our schools but it can dramatically increase the community of participants designing solutions. Fundamental change in the next decades will come from the work of the people who the Internet brings together rather then from simple access to this technology. This is because education is a human enterprise. It is dependent on the relationship between teachers and learners in a specific social, political, and historical context. My testimony will focus on that context and ways in which changes to the learning environment will alter the relationships between teachers and learners and between school and society. I frame my testimony on the role of technology in education by using four dimensions of the learning environment identified in a book edited by John Bransford, Ann Brown and Rodney Cocking (NRC, 1999). This book, How People Learn: Brain, Mind, Experience and School, is the report of the Committee on the Development of Learning Sciences to the Commission on Behavioral and Social Sciences and the entire contents are available on the Internet. Collaborative Hypermedia
in Virtual Reality Systems ABSTRACT: "The objective of this effort is to integrate aspects of technology from Computer Mediated Communications (CMC), Virtual Reality and Hypertext/Hypermedia to demonstrate a new potential to facilitate human communications via computer. This integration, we believe, will result in a new type of Collaborative Hypermedia System, one that can cure a number of significant usability and applicability problems that have plagued these technologies on an individual basis. These include lack of customization and information overload (Hiltz & Turoff, 1985)." Virtual Communities
In his section from his "Testimony to the US Congress, House of Representatives Joint Hearing on Educational Technology in the 21st Century Committee on Science and Committee on Economic and Educational Opportunities" [October 12, 1995], Dede outlines increasing influence virtual communities will have on K-2 education during the next two decades. The "No Significant
Difference Phenomenon" |
| ||
| (c) 2001 Vlearn3D.org
VLearn3D is a Special Interest Group of the
Contact Consortium Design by Spinach & Salami |