Post on 26-Mar-2015
E-learning means all teaching and learning forms supported by modern ICT. The e-content can be organized interactively and in a multimedia way and the learning processes can be completed by web-based communication between teacher and learner.
E-Learning
Optimal combination of the advantages of conventional classes and e-Learning.
Blended Learning
Learning with digital media is a central element of learning in the 21st century.
In European homes computers and internet are wide spread, even among
children and young people.
InternetInternetComputer
New technologies change the teaching and learning processes, because pupils of
today’s “net-generation” have a variety of information sources and exchange
options. The new way of learning is based on the competence to acquire information
and evaluate it critically.
E-Learning thus promotes the discussion on a new culture of learning. The use of new
Media represents a special challenge to the learner (self-responsible and cooperative
learning).
New technologies
Net-generation
Learners must also develop a media competence in order to be able to evaluate the
available information critically.
At the same time media competence is a prerequisite in a variety of jobs and is
regarded as a key qualification for the information and communication society. This
media competence can be best imparted by the early use of new media in school and
classes.
Media Competence
In recent years digital learning has continuously improved as to content, technical
and pedagogical aspects. The use of new media has been intensified in all education
fields.
The advantage of using new media in education becomes obvious by the fact that it
supports new forms of teaching and learning (autonomous learning, cooperative
learning) as well as the opportunity to aid the single pupil individually.
Apart from various scopes of design, flexible usage as well as the possibility of
simulating real situations, the use of new media in education also offers the basis for
self-regulated learning. This is an essential prerequisite for lifelong learning.
Lifelong Learning
E-content is categorized by its size.
The smallest of its elements is called an asset.
Asset is a single building block such as an image, a text or a simple animation.
A learning object is a resource (usually digital and web-based) that can be used
and re-used to support learning.
A learning object consists of several learning assets that are structured in a
pedagogically meaningful way. It is really important that a learning module is a unit
that can stand by itself. All important elements must be implemented:
motivation, content, feedback function or self-assessment.
As to a learning object media, form or format, the following is
possible:
• a web lesson using a standard authoring system;
• interactive tests and electronic assessments ;
• special learning module (educational game, map exercise, simulations),
• webquests, containing curriculum related questions and work assignments.
What’sa LO
A learning module consists of various learning objects combined with a
pedagogical concept (didactically structured, including motivational aspects,
presentation of content, small knowledge tests and self assessment).
LEARNING UNIT
LEARNING UNIT
A learning unit (corresponding to a teaching unit) consists of e-learning
modules combined with a pedagogical framework and hints for class
organization in the meaning of blended learning (defined as combination of
conventional presence teaching and eLearning).
Learning units develop into courses (longer teaching unit sequences).
It consists of a written draft of a teaching project and serves as clarification and
communication for third parties.
The development of a pedagogical scenario helps to sort out all relevant dimensions
into which such a scenario is embedded.
In the learning scenarios, the single learning activities and the use of learning objects
are described. The learning scenario is supposed to serve as a facility for planning and
structuring (lesson plan) one or more teaching units in accordance to a didactic method.
SCENARIOSCENARIO
Advantages
• More Responsabilities for the students
• It conveys Information management
• Teamwork
• Selfmanagement
• and it can improve Motivation
• Distractions through GAMES and SURFING on the web
• New methods of CHEATING
• And disruption due to TECHNICAL PROBLEMS
With the emergence of new media and e-learning different pedagogical approaches have
been discussed. Due to the so called “cognitive turn” new kinds of computer-assisted
teaching and learning programs came up, the intelligent “tutorial systems”
(cognitivist approach), which are characterized by high flexibility as they analyze the
learner and his learning habits on the computer and hereupon adapt the support for the
learning process to the current knowledge. The approach of the “situated learning” is
based on the assumption that learning is an active construction process and not a
passive absorption of “inactive knowledge” (is learned “inside” and can not be applied
“outside”). Hereby the situation in which the learning takes places is assessed as
essential. Learning material is to be presented from as different perspectives as possible
and in diverse contexts, so that later the transfer of knowledge in unfamiliar situations
is possible.
Pedagogical methods
1
“Problem based learning” or the project method are tuitional forms which are
supported in this constructivist approach. The “active discovery learning” can also be
assigned to the constructivist approach (other denotations are inquiry, autonomous,
explorative learning), which is characterized in that the learner actively deals with
problems, gains autonomously own experience, carries out experiments and thereby
gets new insight into complex issues. An essential precondition is the curiosity of the
learner. Since curiosity is pronounced discriminatively in different people, enormous
importance is attached to the question of how learning arrangements have to be
designed in order to promote this curiosity.
Pedagogical methods 2
Furthermore explorative learning also presumes the insight of the learner/s that learning
can also be possible and meaningful without teacher/s. So competences of planning,
carrying out and self-control are required, for what, however, a “coach” has to
stand by on demand. This is warranted by the hybrid learning where attendance and
online learning phases are mixed. “Blended learning” means hybrid learning
arrangements which combine attendance learning and media-assisted education in a
pedagogically meaningful way. At that one has to emphasize that in this process the
technique has to serve the didactics and must not act as an end in itself.
Pedagogical methods 3
E-content must be reviewed by ten criteria:
1. Correct. The e-content has to be scientifically sound and uptodated.
2. Structured. The content has to follow a didactic concept.
3. Emotional. Learners should feel engaged and motivated.
4. Adaptive. Individual ways for students to learn.
5. Interactive. Motivate learners to work with the content.
6. Communicative. Encourage learners to communicate each other.
7. Reflexive. Learners can check their own progress.
8. Explorative. Learning by exploring.
9. Standardized. According to the IMS standard for learning platforms.
10.Copyright. And, in accordance with the law, no copyright infringement.
Criteria