9/14/2004CGU-IS CIO Roundtable1 e-Learning Lorne Olfman CGU-IS CIO Roundtable September 14, 2004.

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9/14/2004 CGU-IS CIO Roundtable 1

e-Learning

Lorne OlfmanCGU-IS CIO Roundtable

September 14, 2004

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What is e-Learning? Learning supported in whole or part by

electronic technologies Typically web- and multimedia-based Key components include

• Managed learning environments• Collaboration/social software• Simulation and gaming• Learning objects

Many aliases such as• distance learning• online learning• electronic performance support

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Changing Educational Model Self-directed

Student-centered• Individual motivation

Exploration, interaction and visualization Simulation (what if?)

Collaboration Constructivism Socialware

• Discourse• Peer-to-peer instruction

Just-in-time and on-demand

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Virtual/Managed Learning Course management software

Aspen, Blackboard, Moodle Learning Objects

• Reusable/revisable units of instruction• Presentation separated from content• Electronic content is everywhere

• Professional organizations• Learning portals• Publishers• Universities

Need for Standards SCORM and using XML

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Collaboration/Socialware Email and chat (Instant Messaging) Audio and video conferencing

Mobile learning• Swarms

Meeting/Group support File transfer

Knowledge management Wikis, Blogs, and Discussion Forums

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Simulations and Games Implement learning principles

Decision-making• Critical thinking• Reflection

Immersion Fact-based Dynamic

Skill-oriented Role playing Show me, try me

Cheap development tools

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Blended Learning Combines synchronous and asynchronous

modes of instruction Instructor as

• Facilitator• Mentor• Student as instructor

Asynchronous and synchronous tasks feed each other

• Discussions

Enables same-time and different-place learning forums

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Extreme Learning We define “extreme learning”, as

the process of changing potential behavior at very great degree (very intense), far beyond the norm, or of a great severity (drastic)

It is extreme in at least one of three dimensions the time taken to learn the quantity of material learned the depth of knowledge achieved

It supports learning by individuals, groups, communities of practice, and organizations

It must be supported by e-learning

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The Knowledge Pyramid

e-Learning

Content/Knowledge Management

Business Process/Performance Management

Business Intelligence

Knowledge objects repositori

es

Collaboration

Technology

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e-Learning Strategies

Organizational Strategies

e-Learning Strategy: The pattern of IT actions for deploying resources to develop the repository of computer knowledge and skills in a company’s workforce.

IT Training Strategies: The basis for selecting the best training methods for a given situation (training session, project, etc.)