9/14/2004cgu-is cio roundtable1 e-learning lorne olfman cgu-is cio roundtable september 14, 2004
TRANSCRIPT
9/14/2004 CGU-IS CIO Roundtable 1
e-Learning
Lorne OlfmanCGU-IS CIO Roundtable
September 14, 2004
9/14/2004 CGU-IS CIO Roundtable 2
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.)