text:
Educational technology - Related Links
Educational technology
|Curricular domains
Educational technology is the effective use of technological tools in learning. As a concept, it concerns an array of tools, such as media, machines and networking hardware, as well as considering underlying theoretical perspectives for their effective application.[1][2]
Educational technology is not restricted to high technology.[3] Nonetheless, electronic educational technology, also called e-learning, has become an important part of society today, comprising an extensive array of digitization approaches, components and delivery methods.[4] For example, m-learning emphasizes mobility, but is otherwise indistinguishable in principle from educational technology.[5]
Educational technology includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web-based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underlie many e-learning processes.[6]
Theoretical perspectives and scientific testing influence instructional design. The application of theories of human behavior to educational technology derives input from instructional theory, learning theory, educational psychology, media psychology and human performance technology.
Educational technology and e-learning can occur in or out of the classroom. It can be self-paced, asynchronous learning or may be instructor-led, synchronous learning. It is suited to distance learning and in conjunction with face-to-face teaching, which is termed blended learning. Educational technology is used by learners and educators in homes, schools (both K-12 and higher education), businesses, and other settings.
- 1 Definition
- 2 History
- 3 Theory
- 4 Practice
- 5 Media
- 5.1 Audio and video
- 5.2 Computers, tablets and mobile devices
- 5.3 Social networks
- 5.4 Webcams
- 5.5 Whiteboards
- 5.6 Screencasting
- 5.7 Virtual classroom
- 5.8 Learning management system
- 5.9 Learning objects
- 6 Settings
- 7 Benefits
- 8 Disadvantages
- 9 Teacher training
- 10 Assessment
- 11 Expenditure
- 12 Careers
- 13 See also
- 14 References
- 15 Further reading
- 16 External links
Richey defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources".[1] The Association for Educational Communications and Technology (AECT) denoted instructional technology as "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning."[2][7][8] As such, educational technology refers to all valid and reliable applied education science, such as equipment, as well as processes and procedures, that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology.
Educational technology refers to the use of both physical hardware and educational theoretics. It encompasses several domains, including learning theory, computer-based training, online learning, and, where mobile technologies are used, m-learning. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology:
- educational technology as the theory and practice of educational approaches to learning
- educational technology as technological tools and media that assist in the communication of knowledge, and its development and exchange
- educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS)
- educational technology itself as an educational subject; such courses may be called "Computer Studies" or "Information and Communication Technology (ICT)"
Related terms
Educational technology is an inclusive term for the tools and the theoretical foundations for supporting learning and teaching. Educational technology is not restricted to high technology.[3]
However, modern electronic educational technology is an important part of society today.[4] Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, EdTech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI),[9] internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication, cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital education.
Each of these numerous terms has had its advocates, who point up particular potential distinctions. However, these descriptive terms individually emphasize a particular digitization approach, component or delivery method.[5] For example, m-learning emphasizes mobility, but is otherwise indistinguishable in principle from educational technology. In practice, as technology has advanced, the particular "narrowly defined" aspect that was initially emphasized by name has blended into the general field of educational technology.[5] For example, "virtual learning" in a narrowly defined semantic sense implies entering the environmental simulation within a virtual world,[10][11] for example in treating posttraumatic stress disorder (PTSD).[12][13] In practice, a "virtual education course" refers to any instructional course in which all, or at least a significant portion, is delivered by the Internet. "Virtual" is used in that broader way to describe a course that is not taught in a classroom face-to-face but through a substitute mode that can conceptually be associated "virtually" with classroom teaching, which means that people do not have to go to the physical classroom to learn. Accordingly, virtual education refers to a form of distance learning in which course content is delivered by various methods such as course management applications, multimedia resources, and videoconferencing.[14]
Bernard Luskin, an educational technology pioneer, advocated that the "e" of e-learning should be interpreted to mean "exciting, energetic, enthusiastic, emotional, extended, excellent, and educational" in addition to "electronic."[15] Parks suggested that the "e" should refer to "everything, everyone, engaging, easy".[16] These broad interpretations focus on new applications and developments, as well as learning theory and media psychology.[15]
Helping people learn in ways that are easier, faster, surer, or less expensive can be traced back to the emergence of very early tools, such as paintings on cave walls.[17][18] Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium.[19] From their introduction, books and pamphlets have held a prominent role in education. From the early twentieth century, duplicating machines such as the mimeograph and Gestetner stencil devices were used to produce short copy runs (typically 10–50 copies) for classroom or home use. The use of media for instructional purposes is generally traced back to the first decade of the 20th century[20] with the introduction of educational films (1900s) and Sidney Pressey's mechanical teaching machines (1920s). The first all multiple choice, large scale assessment was the Army Alpha, used to assess the intelligence and more specifically the aptitudes of World War I military recruits. Further large-scale use of technologies was employed in training soldiers during and after WWII using films and other mediated materials, such as overhead projectors. The concept of hypertext is traced to Bush's description of memex in 1945.
Slide projectors were widely used during the 1950s in educational institutional settings. Cuisenaire rods were devised in the 1920s and saw widespread use from the late 1950s.
In 1960, the University of Illinois initiated a classroom system based in linked computer terminals where students could access informational resources on a particular course while listening to the lectures that were recorded via some form of remotely linked device like a television or audio device.[21]
In the early 1960s, Stanford University psychology professors Patrick Suppes and Richard C. Atkinson experimented with using computers to teach math and reading to young children in elementary schools in East Palo Alto, California. Stanford's Education Program for Gifted Youth is descended from those early experiments. In 1963, Bernard Luskin installed the first computer in a community college for instruction. Working with Stanford and others he helped develop computer-assisted instruction. Working with the Rand Corporation, Luskin's landmark UCLA dissertation in 1970 analyzed obstacles to computer-assisted instruction.
In 1971, Ivan Illich published a hugely influential book called, Deschooling Society, in which he envisioned "learning webs" as a model for people to network the learning they needed. The 1970s and 1980s saw notable contributions in computer-based learning by Murray Turoff and Starr Roxanne Hiltz at the New Jersey Institute of Technology[22] as well as developments at the University of Guelph in Canada.[23] In 1976, Bernard Luskin launched Coastline Community College as a "college without walls" using television station KOCE-TV as a vehicle. In the UK the Council for Educational Technology supported the use of educational technology, in particular administering the government's National Development Programme in Computer Aided Learning[24] (1973–77) and the Microelectronics Education Programme (1980–86).
By the mid-1980s, accessing course content become possible at many college libraries. In computer-based training (CBT) or computer-based learning (CBL), the learning interaction was between the student and computer drills or micro-world simulations.
Digitized communication and networking in education started in the mid-1980s. Educational institutions began to take advantage of the new medium by offering distance learning courses using computer networking for information. Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby the role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer supported collaborative learning (CSCL), which encouraged the shared development of knowledge.
Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with Museum Education. Even in recent years, videoconferencing has risen in popularity to reach over 20,000 students across the United States and Canada in 2008-2009. Disadvantages of this form of educational technology are readily apparent: image and sound quality is often grainy or pixilated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast, space becomes an issue; and specialised equipment is required for both the provider and the participant.[25]
The Open University in Britain[23] and the University of British Columbia (where Web CT, now incorporated into Blackboard Inc., was first developed) began a revolution of using the Internet to deliver learning,[26] making heavy use of web-based training, online distance learning and online discussion between students.[27] Practitioners such as Harasim (1995)[28] put heavy emphasis on the use of learning networks.
With the advent of World Wide Web in the 1990s, teachers embarked on the method using emerging technologies to employ multi-object oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for its students.
By 1994, the first online high school had been founded. In 1997, Graziadei described criteria for evaluating products and developing technology-based courses include being portable, replicable, scalable, affordable, and having a high probability of long-term cost-effectiveness.[29]
Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimate the number of K-12 students enrolled in online distance learning programs increased by 65 percent from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.
According to a 2008 study conducted by the U.S Department of Education, during the 2006-2007 academic year about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component.[30] In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across the EU.[31]
Today, the prevailing paradigm is computer-mediated communication (CMC), where the primary interaction is between learners and instructors, mediated by the computer. CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires scenarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks.
Students growing up in this digital age have extensive exposure to a variety of media.[32][33] Major high-tech companies such as Google, Verizon, Microsoft are funding schools to provide them the ability to teach their students through technology, which may lead to improved student performance. [6]
Various pedagogical perspectives or learning theories may be considered in designing and interacting with educational technology. E-learning theory examines these approaches. These theoretical perspectives are grouped into three main theoretical schools or philosophical frameworks: behaviorism, cognitivism and constructivism.
This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan Pavlov, Edward Thorndike, Edward C. Tolman, Clark L. Hull, and B.F. Skinner. Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis.
B.F. Skinner wrote extensively on improvements of teaching based on his functional analysis of verbal behavior[34][35] and wrote "The Technology of Teaching",[36][37] an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction. Ogden Lindsley developed a learning system, named Celeration, that was based on behavior analysis but that substantially differed from Keller's and Skinner's models.
Cognitive science underwent significant change in the 1960s and 1970s. While retaining the empirical framework of behaviorism, cognitive psychology theories look beyond behavior to explain brain-based learning by considering how human memory works to promote learning. The Atkinson-Shiffrin memory model and Baddeley's working memory model were established as theoretical frameworks. Computer Science and Information Technology have had a major influence on Cognitive Science theory. The Cognitive concepts of working memory (formerly known as short term memory) and long term memory have been facilitated by research and technology from the field of Computer Science. Another major influence on the field of Cognitive Science is Noam Chomsky. Today researchers are concentrating on topics like cognitive load, information processing and media psychology. These theoretical perspectives influence instructional design.[38]
Educational psychologists distinguish between several types of constructivism: individual (or psychological) constructivism, such as Piaget's theory of cognitive development, and social constructivism. This form of constructivism has a primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives. Constructivist learning environments require students to use their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning (Termos, 2012[39]). Under this framework the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners. Educators utilizing a constructivist perspective may emphasize an active learning environment that may incorporate learner centered problem based learning, project-based learning, and inquiry-based learning, ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities.
The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning.[40][41] A variety of descriptive terms have been employed (somewhat inconsistently) to categorize the extent to which technology is used. For example, 'hybrid learning' or 'blended learning' may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning.[42][43][44] 'Distributed learning' may describe either the e-learning component of a hybrid approach, or fully online distance learning environments.[40]
Synchronous and asynchronous
E-learning may either be synchronous or asynchronous. Synchronous learning occurs in real-time, with all participants interacting at the same time, while asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency of other participants′ involvement at the same time.
Synchronous learning refers to the exchange of ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students create an open mind because they have to listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills.[45]
Asynchronous learning may use technologies such as email, blogs, wikis, and discussion boards, as well as web-supported textbooks,[46] hypertext documents, audio[47] video courses, and social networking using web 2.0. At the professional educational level, training may include virtual operating rooms. Asynchronous learning is beneficial for students who have health problems or who have child care responsibilities. They have the opportunity to complete their work in a low stress environment and within a more flexible time frame.[27] In asynchronous online courses, students proceed at their own pace. If they need to listen to a lecture a second time, or think about a question for a while, they may do so without fearing that they will hold back the rest of the class. Through online courses, students can earn their diplomas more quickly, or repeat failed courses without the embarrassment of being in a class with younger students. Students have access to an incredible variety of enrichment courses in online learning, and can participate in college courses, internships, sports, or work and still graduate with their class.
Linear learning
Computer-based training (CBT) refers to self-paced learning activities delivered on a computer or handheld device such as a tablet or smartphone. CBT initially delivered content via CD-ROM, and typically presented content linearly, much like reading an online book or manual. For this reason, CBT is often used to teach static processes, such as using software or completing mathematical equations. Computer-based training is conceptually similar to web-based training (WBT) which are delivered via Internet using a web browser.
Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple choice questions, drag-and-drop, radio button, simulation or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in the form of certificates.
CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance the learning.
However, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs (such as Flash or Adobe Director) is often more complex than a subject matter expert or teacher is able to use. The lack of human interaction can limit both the type of content that can be presented and the type of assessment that can be performed, and may need supplementation with online discussion or other interactive elements.
Collaborative learning
Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks. CSCL is similar in concept to the terminology, "e-learning 2.0" and "networked collaborative learning" (NCL).[48]
Collaborative learning is distinguishable from the traditional approach to instruction in which the instructor is the principal source of knowledge and skills. For example, the neologism "e-learning 1.0" refers to the direct transfer method in computer-based learning and training systems (CBL). In contrast to the linear delivery of content, often directly from the instructor's material, CSCL uses blogs, wikis, and cloud-based document portals (such as Google Docs and Dropbox). With technological Web 2.0 advances, sharing information between multiple people in a network has become much easier and use has increased.[49]:1 One of the main reasons for its usage states that it is "a breeding ground for creative and engaging educational endeavors."[49]:2
Using Web 2.0 social tools in the classroom allows for students and teachers to work collaboratively, discuss ideas, and promote information. According to Sendall (2008),[50] blogs, wikis, and social networking skills are found to be significantly useful in the classroom. After initial instruction on using the tools, students reported an increase in knowledge and comfort level for using Web 2.0 tools. The collaborative tools prepare students with technology skills necessary in today's workforce.
Locus of control remains an important consideration in successful engagement of e-learners. According to the work of Cassandra B. Whyte, the continuing attention to aspects of motivation and success in regard to e-learning should be kept in context and concert with other educational efforts. Information about motivational tendencies can help educators, psychologists, and technologists develop insights to help students perform better academically.[51]
Classroom 2.0
Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that connect schools across geographical frontiers. Known as "eTwinning", computer-supported collaborative learning (CSCL) allows learners in one school to communicate with learners in another that they would not get to know otherwise,[52][53][54] enhancing educational outcomes[citation needed] and cultural integration. Examples of classroom 2.0 applications are Blogger and Skype.[55]
E-learning 2.0
E-learning 2.0 is a type of computer-supported collaborative learning (CSCL) system that developed with the emergence of Web 2.0.[56][57] From an e-learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments. Assignments were evaluated by the teacher. In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life.[58] This phenomenon has been referred to as Long Tail Learning[59]
E-learning 2.0, in contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others.[59]
In addition to virtual classroom environments, social networks have become an important part of E-learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education.[60] Mobile Assisted Language Learning (MALL) is the use of handheld computers or cell phones to assist in language learning. Traditional educators may not promote social networking unless they are communicating with their own colleagues.[61]
Educational media and tools can be used for:
- task structuring support: help with how to do a task (procedures and processes),
- access to knowledge bases (help user find information needed)
- alternate forms of knowledge representation (multiple representations of knowledge, e.g. video, audio, text, image, data)
Numerous types of physical technology are currently used:[62][63] digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media, and LCD projectors. Combinations of these techniques include blogs, collaborative software, ePortfolios, and virtual classrooms.
Audio and video
Radio offers a synchronous educational vehicle, while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly.
Video technology[64] has included VHS tapes and DVDs, as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video from YouTube, Teacher Tube, Skype, Adobe Connect, and webcams. Telecommuting can connect with speakers and other experts. Interactive digital video games are being used at K-12 and higher education institutions.[65]
Computers, tablets and mobile devices
Computers and tablets enable learners and educators to access websites as well as programs such as Microsoft Word, PowerPoint, PDF files, and images. Many mobile devices support m-learning.
Mobile devices such as clickers and smartphones can be used for interactive feedback.[66] Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals.[67][68]
OpenCourseWare (OCW) gives free public access to information used in undergraduate and graduate programs. Participating institutions are MIT[69][70] and Harvard, Princeton, Stanford, University of Pennsylvania, and University of Michigan.[71]
Social networks
Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment.[72][73][74] Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs.[75] The National School Boards Association found that 96% of students with online access have used social networking technologies, and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement[76] and can be a motivational tool for self-efficacy amongst students.[77][78] Every student has his or her own learning requirements, and a Web 2.0 educational framework provides enough resources, learning styles, communication tools and flexibility to accommodate this diversity.[77]
Webcams and webcasting have enabled creation of virtual classrooms and virtual learning environment.[79]
Whiteboards predate tablets and other technological tools, but current interactive whiteboards and smartboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.
Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.[80] The presenter thus has the ability to show their ideas and flow of thoughts rather than simply explain them as simple text content. In combination with audio and video, the educator can mimic the one-on-one experience of the classroom and deliver clear, complete instructions. Learners have an ability to pause and rewind, to review at their own pace, something a classroom cannot always offer.
Virtual classroom
A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meetings by simultaneously mixing several communication technologies. For example, web conferencing software such as GoToTraining, WebEx Training or Adobe Connect enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise hands, answer polls or take tests. Students are able to whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights and mouse control. Also in Adobe Connect the teacher can use sermonettes, this is a lecture where the professor uses a green screen that shows what he/she is teaching, with notes or PowerPoint.[81]
A virtual classroom provides the opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. In addition, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom. Most virtual classroom applications provide a recording feature. Each class is recorded and stored on a server, which allows for instant playback of any class over the course of the school year. This can be extremely useful for students to retrieve missed material or review concepts for an upcoming exam. Parents and auditors have the conceptual ability to monitor any classroom to ensure that they are satisfied with the education the learner is receiving.
In higher education especially, a virtual learning environment (VLE) is sometimes combined with a management information system (MIS) to create a managed learning environment) in which all aspects of a course are handled through a consistent user interface throughout the institution. Physical universities and newer online-only colleges offer select academic degrees and certificate programs via the Internet. Some programs require students to attend some campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments and student newspapers.
Augmented reality (AR) provides students and teachers the opportunity to create layers of digital information, that includes both virtual world and real world elements, to interact with in real time. There are already a variety of apps which offer a lot of variations and possibilities.
Learning management system
A learning management system[82] (LMS) is software used for delivering, tracking and managing training and education. For example, an LMS tracks attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activity, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes.[72] An LMS may allow teachers, administrators, students, and permitted additional parties (such as parents if appropriate) to track various metrics. LMSs range from systems for managing training/educational records to software for distributing courses over the Internet and offering features for online collaboration. The creation and maintenance of comprehensive learning content requires substantial initial and ongoing investments of human labor. Effective translation into other languages and cultural contexts requires even more investment by knowledgeable personnel.[83]
Internet-based learning management systems include Canvas, Blackboard Inc. and Moodle. These types of LMS allow educators to run a learning system partially or fully online, asynchronously or synchronously. Blackboard can be used for K-12 education, Higher Education, Business, and Government collaboration.[84] Moodle is a free-to-download Open Source Course Management System that provides blended learning opportunities as well as platforms for distance learning courses.[85] Eliademy is a free cloud based Course Management System that provides blended learning opportunities as well as platforms for distance learning courses.[86]
Learning content management system
A learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
A recent trend in LCMSs is to address this issue through crowdsourcing (cf.SlideWiki[87]).
Computer-aided assessment
Computer-aided assessment (e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student's specific mistakes or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned.
The best examples follow a formative assessment structure and are called "Online Formative Assessment". This involves making an initial formative assessment by sifting out the incorrect answers. The author of the assessment/teacher will then explain what the pupil should have done with each question. It will then give the pupil at least one practice at each slight variation of sifted out questions. This is the formative learning stage. The next stage is to make a summative assessment by a new set of questions only covering the topics previously taught.
Learning design is the type of activity enabled by software that supports sequences of activities that can be both adaptive and collaborative.
Electronic performance support system
An electronic performance support system (EPSS) is, according to Barry Raybould, "a computer-based system that improves worker productivity by providing on-the-job access to integrated information, advice, and learning experiences".[88] Gloria Gery defines it as "an integrated electronic environment that is available to and easily accessible by each employee and is structured to provide immediate, individualized on-line access to the full range of information, software, guidance, advice and assistance, data, images, tools, and assessment and monitoring systems to permit job performance with minimal support and intervention by others."[89][90]
Learning objects
Content and design architecture issues include pedagogy and learning object re-use. One approach looks at five aspects:[91]
- Fact - unique data (e.g. symbols for Excel formula, or the parts that make up a learning objective)
- Concept - a category that includes multiple examples (e.g. Excel formulas, or the various types/theories of Instructional Design)
- Process - a flow of events or activities (e.g. how a spreadsheet works, or the five phases in ADDIE)
- Procedure - step-by-step task (e.g. entering a formula into a spreadsheet, or the steps that should be followed within a phase in ADDIE)
- Strategic principle - task performed by adapting guidelines (e.g. doing a financial projection in a spreadsheet, or using a framework for designing learning environments)
Pedagogical elements
Pedagogical elements are defined as structures or units of educational material. They are the educational content that is to be delivered. These units are independent of format, meaning that although the unit may be delivered in various ways, the pedagogical structures themselves are not the textbook, web page, video conference, Podcast, lesson, assignment, multiple choice question, quiz, discussion group or a case study, all of which are possible methods of delivery.
Learning objects standards
Much effort has been put into the technical reuse of electronically based teaching materials and in particular creating or re-using learning objects. These are self-contained units that are properly tagged with keywords, or other metadata, and often stored in an XML file format. Creating a course requires putting together a sequence of learning objects. There are both proprietary and open, non-commercial and commercial, peer-reviewed repositories of learning objects such as the Merlot repository. Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications that applies to certain web-based e-learning. Other specifications such as Schools Framework[dead link] allow for the transporting of learning objects, or for categorizing metadata (LOM).
Various forms of electronic media are a feature of preschool life.[92] Although parents report a positive experience, the impact of such use has not been systematically assessed.[92]
The age when a given child might start using a particular technology such as a cellphone or computer might depend on matching a technological resource to the recipient's developmental capabilities, such as the age-anticipated stages labeled by Swiss psychologist, Jean Piaget.[93] Parameters, such as age-appropriateness, coherence with sought-after values, and concurrent entertainment and educational aspects, have been suggested for choosing media.[94]
E-learning is utilized by public K–12 schools in the United States as well as private schools. Some e-learning environments take place in a traditional classroom, others allow students to attend classes from home or other locations. There are several states that are utilizing virtual school platforms for e-learning across the country that continue to increase. Virtual school enables students to log into synchronous learning or asynchronous learning courses anywhere there is an internet connection.
E-learning is increasingly being utilized by students who may not want to go to traditional brick and mortar schools due to severe allergies or other medical issues, fear of school violence and school bullying and students whose parents would like to homeschool but do not feel qualified.[95] Online high school create a haven for students to receive a quality education while almost completely avoiding these common problems. Online charter schools also often are not limited by location, income level or class size in the way brick and mortar charter schools are.[96]
E-learning also has been rising as a supplement to the traditional classroom. Students with special talents or interests outside of the available curricula use e-learning to advance their skills or exceed grade restrictions.[97] Some online institutions connect students with instructors via web conference technology to form a digital classroom.
National private schools are also available online. These provide the benefits of e-learning to students in states where charter online schools are not available. They also may allow students greater flexibility and exemption from state testing.
Virtual education in K-12 schooling often refers to virtual schools, and in higher education to virtual universities. Virtual schools are "cybercharter schools"[98] with innovative administrative models and course delivery technology.[98]
Higher education
Online college course enrollment has seen a 29% increase in enrollment with nearly one third of all college students, or an estimated 6.7 million students are currently enrolled in online classes.[99] In 2009, 44 percent of post-secondary students in the USA were taking some or all of their courses online, which was projected to rise to 81 percent by 2014.[100]
Although a large proportion of for-profit higher education institutions now offer online classes, only about half of private, non-profit schools do so. Private institutions may become more involved with on-line presentations as the costs decrease. Properly trained staff must also be hired to work with students online.[101] These staff members need to understand the content area, and also be highly trained in the use of the computer and Internet. Online education is rapidly increasing, and online doctoral programs have even developed at leading research universities.[102]
Although massive open online courses (MOOCs) may have limitations that preclude them from fully replacing college education,[103] such programs have significantly expanded. MIT, Stanford and Princeton University offer classes to a global audience, but not for college credit.[104] University-level programs, like edX founded by Massachusetts Institute of Technology and Harvard University, offer wide range of disciplines at no charge. MOOCs have not had a significant impact on higher education and declined after the initial expansion, but are expected to remain in some form.[105]
Private organizations also offer classes, such as Udacity, with free computer science classes, and Khan Academy, with over 3,900 free micro-lectures available via YouTube. Distributed open collaborative course (DOCC) sees itself as a counter-movement to MOOC, emphasizing decentralized teaching.[106] University of the People is a non-profit accredited online university. Coursera offers online courses. According to Fortune magazine, over a million people worldwide have enrolled in free online courses.[107]
Corporate and professional
Companies with large and spread out distribution chains use e-learning to educate sales staff and customers about the latest product developments. Continuing professional development (CPD) can deliver regulatory compliance updates and staff development of valuable workplace skills.
Public health
There is an important need for recent, reliable, and high-quality health information to be made available to the public as well as in summarized form for public health providers.[108] Providers have indicated the need for automatic notification of the latest research, a single searchable portal of information, and access to Grey literature.[109] The Maternal and Child Health (MCH) Library is funded by the U.S. Maternal and Child Health Bureau to screen the latest research and develop automatic notifications to providers through the MCH Alert. Another application in public health is the development of MHealth (use of mobile telecommunication and multimedia into global public health). MHealth has been used to promote prenatal and newborn services, with positive outcomes. In addition, "Health systems have implemented mHealth programs to facilitate emergency medical responses, point-of-care support, health promotion and data collection." [110] In low and middle income countries, MHealth is most frequently used as one-way text messages or phone reminders to promote treatment adherence and gather data.[111]
There has also been a growing interest in e-learning as a beneficial educational method for students with Attention Deficit Hyperactivity Disorder (ADHD). With the growing popularity in e-learning among K-12 and higher education, the opportunity to take online classes is becoming increasingly important for students of all ages.[112] However, students with ADHD and special needs face different learning demands compared to the typical developing learner. This is especially significant considering the dramatic rise in ADHD diagnoses in the last decade among both children and adults.[113] Compared to the traditional face-to-face classroom, e-learning and virtual classrooms require a higher level of executive functions, which is the primary deficit associated with ADHD.[114]
Lorraine Wolf [115] lists 12 executive function skills necessary for students to succeed in postsecondary education: plan, set goals, organize, initiate, sustain attention/effort, flexibility, monitor, use feedback, structure, manage time, manage materials, and follow through. These skills, along with strong independent and self-regulated learning, are especially pronounced in the online environment and as many ADHD students suffer from a deficit in one or more of these executive functions, this presents a significant challenge and accessibility barrier to the current e-learning approach.[116][117]
Some have noted that current e-learning models are moving towards applying a constructivism learning theory [118] that emphasizes a learner-centered environment [119] and postulates that everyone has the ability to construct their own knowledge and meaning through a process of problem solving and discovery.[120] However, some principles of constructivism may not be appropriate for ADHD learners; these principles include active learning, self-monitoring, motivation, and strong focus.[118]
Despite the limitations, students with special needs, including ADHD, have expressed an overall enthusiasm for e-learning and have identified a number e-learning benefits, including: availability of online course notes, materials and additional resources; the ability to work at an independent pace and spend extra time spent formulating thoughtful responses in class discussions; help in understanding course lecture/content; ability to review lectures multiple times; and enhanced access to and communication with the course instructor.[116][121]
Design of e-learning platforms to enable access has received attention from several directions, including the World Wide Web Consortium's Web Accessibility Initiative (WAI). WAI provides universal formatting standards for websites so they can remain accessible to people with disabilities. For example, developing or adopting e-learning material can enable accessibility for people with visual impairment.[122][123] The Perkins School for the Blind offers learning resources tailored for the visually impaired, including webcasts, webinars, downloadable science activities, and an online library that has access to over 40,000 resource materials on blindness and deaf blindness.[7]
Anonymity, pseudonymity, or real identity
Educational technology, particularly in online learning environments, can allow students to use a pseudonym or anonymous identity during classroom communication. Advantages in anonymizing race, age, and gender are increased student participation[124] and increased cross-cultural communication.[125] Risks include increased cyberbullying, and aggressive or hostile language.[125][126][127]
Benefits of incorporating technology into learning may include:
- Improved open access to education, including access to full degree programs[128]
- Better integration for non-full-time students, particularly in continuing education,[128]
- Improved interactions between students and instructors,[129]
- Provision of tools to enable students to independently solve problems,[129]
- Acquisition of technological skills through practice with tools and computers.[citation needed]
- No age-based restrictions on difficulty level, i.e. students can go at their own pace.
- Defray travel costs.
- Easy-to-access course materials.[130]
- Student motivation. According to James Kulik, who studies the effectiveness of computers used for instruction, students usually learn more in less time when receiving computer-based instruction and they like classes more and develop more positive attitudes toward computers in computer-based classes.[131]
- In 2010, 70.3% of American family households had access to the internet.[132] In 2013, according to Canadian Radio Television and Telecommunications Commission Canada, 79% of homes have access to the internet.[133] Students can access and engage with numerous online resources at home.
- Using online resources such as Khan Academy or TED Talks can help students spend more time on specific aspects of what they may be learning in school, but at home. Schools like MIT have made certain course materials free online.[134] Although some aspects of a classroom setting are missed by using these resources, they are helpful tools to add additional support to the educational system.
- Wide participation. Learning material can be used for long distance learning and are accessible to a wider audience.[135]
- Improved student writing . It is convenient for students to edit their written work on word processors, which can, in turn, improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know.[130]
- Effective technologies use many evidence-based strategies (e.g. adaptive content, frequent testing, immediate feedback, etc.), as do effective teachers.[136] It is important for teachers to embrace technology in order to gain these benefits so they can address the needs of their digital natives [137]
- The Internet has unlocked a world of opportunity for students. Information and ideas that were previously out of reach are a click away. Students of all ages can connect, share, and learn on a global scale.
- Using computers or other forms of technology can give students practice on core content and skills while the teacher can work with others, conduct assessments, or perform other tasks.[136]
- Studies completed in "computer intensive" settings found increases in student-centric, cooperative and higher order learning, students writing skills, problem solving, and using technology.[138] In addition, positive attitudes toward technology as a learning tool by parents, students and teachers are also improved.
- As indicated by the Society for Human Resource Management (SHRM),[139] employers' perspectives of online education have enhanced in the course of the last five to 10 years. More than 50% of human resource managers SHRM surveyed for an August 2010 report said that if two candidates with the same level of experience were applying for a job, it would not have any kind of effect whether the candidate's obtained degree was acquired through an online or a traditional school. Seventy-nine percent said they had employed a candidate with an online degree in the past 12 months. However 66% said candidates who get degrees online were not seen as positively as a job applicant with traditional degrees.[139]
Many states spend large sums of money on technology. However, no state looks at technology return on investment (ROI) to connect expenditures on technology with improved student outcomes.[140]
New technologies are frequently accompanied by unrealistic hype and promise regarding their transformative power to change education for the better or in allowing better educational opportunities to reach the masses. Examples include silent film, broadcast radio, and television, none of which have maintained much of a foothold in the daily practices of mainstream, formal education.[141] Technology, in and of itself, does not necessarily result in fundamental improvements to educational practice.[142] The focus needs to be on the learner's interaction with technology—not the technology itself. It needs to be recognized as "ecological" rather than "additive" or "subtractive". In this ecological change, one significant change will create total change.[143]
According to Branford et al, "technology does not guarantee effective learning" and inappropriate use of technology can even hinder it [144] A University of Washington study of infant vocabulary shows that it is slipping due to educational baby DVDs. Published in the Journal of Pediatrics, a 2007 University of Washington study on the vocabulary of babies surveyed over 1,000 parents in Washington and Minnesota. The study found that for every one hour that babies 8–16 months of age watched DVDs and Videos they knew 6-8 fewer of 90 common baby words than the babies that did not watch them. Andrew Meltzoff, a surveyor in this study states that the result makes sense, that if the baby's 'alert time' is spent in front of DVDs and TV, instead of with people speaking, the babies are not going to get the same linguistic experience. Dr. Dimitri Chistakis, another surveyor reported that the evidence is mounting that baby DVDs are of no value and may be harmful.[145][146][147][148]
Adaptive instructional materials tailor questions to each student's ability and calculate their scores, but this encourages students to work individually rather than socially or collaboratively (Kruse, 2013). Social relationships are important but high-tech environments may compromise the balance of trust, care and respect between teacher and student [149]
Massively Open Online Courses (MOOCs), although quite popular in discussions of technology and education in developed countries (more so in US), are not a major concern in most developing or low-income countries. One of the stated goals of MOOCs is to provide less fortunate populations (i.e., in developing countries) an opportunity to experience courses with US-style content and structure. However, research shows only 3% of the registrants are from low-income countries and although many courses have thousands of registered students only 5-10% of them complete the course [150] MOOCs also implies that certain curriculum and teaching methods are superior and this could eventually wash over (or possibly washing out) local educational institutions, cultural norms and educational traditions [151]
Electronic devices such as cellphones and computers facilitate rapid access to a stream of sources, each of which may receive cursory attention. Michel Rich, an associate professor at Harvard Medical School and executive director of the center on Media and Child Health in Boston, said of the digital generation, "Their brains are rewarded not for staying on task, but for jumping to the next thing. The worry is we're raising a generation of kids in front of screens whose brains are going to be wired differently." [152] Students have always faced distractions; computers and cellphones are a particular challenge because the stream of data can interfere with focusing and learning. Although these technologies affect adults too, young people may be more influenced by it as their developing brains can easily become habituated to switching tasks and become unaccustomed to sustaining attention.[152] Too much information, coming too rapidly, can overwhelm thinking.[153]
Technology is "rapidly and profoundly altering our brains."[154] High exposure levels stimulate brain cell alteration and release neurotransmitters, which causes the strengthening of some neural pathways and weakening of others. This leads to heightened stress levels on the brain that, at first, boost energy levels, but, over time, actually augment memory,impair cognition, lead to depression, alter the neural circuity of the hippocampus, amygdala and prefrontal cortex. These are the brain regions that control mood and thought. If unchecked, the underlying structure of the brain could be altered.[154][155] Over-stimulation due to technology may begin too young. When children are exposed before the age of seven, important developmental tasks may be delayed, and bad learning habits might develop, which "deprives children of the exploration and play that they need to develop."[156]
Sociocultural criticism
According to Lai, "the learning environment is a complex system where the interplay and interactions of many things impact the outcome of learning."[157] When technology is brought into an educational setting, the pedagogical setting changes in that technology-driven teaching can change the entire meaning of an activity without adequate research validation. If technology monopolizes an activity, students can begin to develop the sense that "life would scarcely be thinkable without technology."[158]
Leo Marx considered the word "technology" itself as problematic,[159] susceptible to reification and "phantom objectivity", which conceals its fundamental nature as something that is only valuable insofar as it benefits the human condition. Technology ultimately comes down to affecting the relations between people, but this notion is obfuscated when technology is treated as an abstract notion devoid of good and evil. Langdon Winner makes a similar point by arguing that the underdevelopment of the philosophy of technology leaves us with an overly simplistic reduction in our discourse to the supposedly dichotomous notions of the "making" versus the "uses" of new technologies, and that a narrow focus on "use" leads us to believe that all technologies are neutral in moral standing.[160] These critiques would have us ask not, "How do we maximize the role or advancement of technology in education?", but, rather, "What are the social and human consequences of adopting any particular technology?"
Winner viewed technology as a "form of life" that not only aids human activity, but that also represents a powerful force in reshaping that activity and its meaning.[160] For example, the use of robots in the industrial workplace may increase productivity, but they also radically change the process of production itself, thereby redefining what is meant by "work" in such a setting. In education, standardized testing has arguably redefined the notions of learning and assessment. We rarely explicitly reflect on how strange a notion it is that a number between, say, 0 and 100 could accurately reflect a person's knowledge about the world. According to Winner, the recurring patterns in everyday life tend to become an unconscious process that we learn to take for granted. Winner writes,
By far the greatest latitude of choice exists the very first time a particular instrument, system, or technique is introduced. Because choices tend to become strongly fixed in material equipment, economic investment, and social habit, the original flexibility vanishes for all practical purposes once the initial commitments are made. In that sense technological innovations are similar to legislative acts or political foundings that establish a framework for public order that will endure over many generations. (p. 29)
When adopting new technologies, there may be one best chance to "get it right." Seymour Papert (p. 32) points out a good example of a (bad) choice that has become strongly fixed in social habit and material equipment: our "choice" to use the QWERTY keyboard.[161] The QWERTY arrangement of letters on the keyboard was originally chosen, not because it was the most efficient for typing, but because early typewriters were prone to jam when adjacent keys were struck in quick succession. Now that typing has become a digital process, this is no longer an issue, but the QWERTY arrangement lives on as a social habit, one that is very difficult to change.
Neil Postman endorsed the notion that technology impacts human cultures, including the culture of classrooms, and that this is a consideration even more important than considering the efficiency of a new technology as a tool for teaching.[162] Regarding the computer's impact on education, Postman writes (p. 19):
What we need to consider about the computer has nothing to do with its efficiency as a teaching tool. We need to know in what ways it is altering our conception of learning, and how in conjunction with television, it undermines the old idea of school.
Digital divide
The concept of the digital divide is a gap between those who have access to digital technologies and those who do not.[163] Access may be associated with age, gender, socio-economic status, education, income, ethnicity, and geography.[163][164]
Teacher training
Teacher training ensures effective integration of classroom technology.[165] The current school curriculum tends to guide teachers in training students to be autonomous problem solvers.[164] This has become a significant barrier to effective training because the traditional methods of teaching have clashed with what is now expected in the present workplace. Today's students in the workplace are increasingly being asked to work in teams, drawing on different sets of expertise, and collaborating to solve problem.[164] These experiences are not highly centered on in the traditional classroom, but are twenty-first century skills that can be attained through the incorporation and engagement with technology.[166] Changes in instruction and use of technology can also promote a higher level of learning among students with different types of intelligence.[167] Technology is not the end goal of education, but rather a means by which it can be accomplished, educators must have a good grasp of the technology being used and its advantages over more traditional methods. If there is a lack in either of these areas, technology be a hindrance rather than benefit to teaching.
The evolving nature of technology may unsettle teachers who may experience themselves as perpetual novices.[168] The ways in which teachers are taught to use technology is also outdated because the primary focus of training is on computer literacy, rather than the deeper, more essential understanding and mastery of technology for information processing, communication, and problem solving.[168] New resources have to be designed and distributed whenever the technological platform has been changed. However, finding quality materials to support classroom objectives after such changes is often difficult. Random professional development days are inadequate.[168]
Teachers may not feel the need to change the traditional education system because it has been successful in the past.[164] This does not necessarily mean it is the right way to teach for the current and future generations. However, learning styles and the methods of collecting information have evolved, and "students often feel locked out of the worlds described in their textbooks through the depersonalized and abstract prose used to describe them".[164]
There are two distinct issues of assessment: the assessment of educational technology[164][169] and assessment with technology.[170]
The five key sectors of the e-learning industry are consulting, content, technologies, services and support.[171] Worldwide, e-learning was estimated in 2000 to be over $48 billion according to conservative estimates.[172] Commercial growth has been brisk.[173][174] In 2014, the worldwide commercial market activity was estimated at $6 billion venture capital over the past five years,[173]:38 with self-paced learning generating $35.6 billion in 2011.[173]:4 North American e-learning generated $23.3 billion in revenue in 2013, with a 9% growth rate in cloud based authoring tools and learning platforms.[173]:19
Educational technologists and psychologists apply basic educational and psychological research into an evidence-based applied science (or a technology) of learning or instruction. In research, these professions typically require a graduate degree (Master's, Doctorate, Ph.D., or D.Phil.) in a field related to educational psychology, educational media, experimental psychology, cognitive psychology or, more purely, in the fields of Educational, Instructional or Human Performance Technology or Instructional design. In industry, educational technology is utilized to train students and employees by a wide range of learning and communication practitioners, including instructional designers, technical trainers, technical communication and professional communication specialists, technical writers, and of course primary school and college teachers of all levels. The transformation of educational technology from a cottage industry to a profession is discussed by Shurville et al.[175]
See also
Lua error in package.lua at line 80: module 'Module:Portal/images/e' not found.
- ADDIE Model
- Andragogy / Heutagogy
- Assistive technology
- Blended learning
- Computerized adaptive testing
- Content management system
- Distance education
- E-assessment
- Educational animation
- Educational psychology
- Educational research
- E-learning (theory)
- g-learning
- Information mapping
- Instructional design
- Instructional theory
- Intelligent tutoring system
- Interactive geometry software
- Learning theory (education)
- M-learning
- Matching Person & Technology Model
- Mind map
- Online learning community
- Technological Pedagogical Content Knowledge
- Technology integration
- Usability testing
- Virtual school / Virtual university
- Virtual world language learning
- Washington County Closed-Circuit Educational Television Project
- Web-based simulation
- ^ a b Richey, R.C. (2008). "Reflections on the 2008 AECT Definitions of the Field". TechTrends 52 (1): 24–25. doi:10.1007/s11528-008-0108-2.
- ^ a b D. Randy Garrison and Terry Anderson; Definitions and Terminology Committee (2003). E-Learning in the 21st Century: A Framework for Research and Practice. Routledge. ISBN 0-415-26346-8.
- ^ a b add
- ^ a b Selwyn, N. (2011) Education and Technology: Key Issues and Debates. London: Continuum International Publishing Group.
- ^ a b c Moore, J. L.; Dickson-Deane, C.; Galyen, K. (2011). "E-Learning, online learning, and distance learning environments: Are they the same?". The Internet and Higher Education 14 (2): 129–135. doi:10.1016/j.iheduc.2010.10.001.
- ^ Tavangarian D., Leypold M., Nölting K., Röser M., (2004). Is e-learning the Solution for Individual Learning? Journal of e-learning, 2004.
- ^ Al Januszewski A.; Molenda Michael. (2007) Educational Technology: A Definition with Commentary ISBN 978-0805858617
- ^ Lowenthal, P. R.; Wilson, B. G. (2010). "Labels do matter! A critique of AECT's redefinition of the field". TechTrends 54 (1): 38–46. doi:10.1007/s11528-009-0362-y.
- ^ "Computer-managed instruction: an alternative teaching strategy.". US National Library of Medicine National Institutes of Health.
- ^ "Nurse education in second life at Glasgow Caledonian University demo". YouTube. Retrieved 2013-10-22.
- ^ "Second Life Nursing Simulation". YouTube. 2009-09-16. Retrieved 2013-10-22.
- ^ "Universities Use Second Life to Teach Complex Concepts". Government Technology. Retrieved 2013-10-03.
- ^ "DoD gives PTSD help 'second life' in virtual reality | Article | The United States Army". Army.mil. Retrieved 2013-10-22.
- ^ Kurbel, Karl: Virtuality on the Students' and on the Teachers' sides: A Multimedia and Internet based International Master Program; ICEF Berlin GmbH (Eds.), Proceedings on the 7th International Conference on Technology Supported Learning and Training – Online Educa; Berlin, Germany; November 2001, pp. 133–136
- ^ a b Bernard Luskin. "Think "Exciting": E-Learning and the Big "E"".
- ^ Eric Parks. "What's the "e" in e-Learning?". Askinternational.com. Retrieved 2013-10-22.
- ^ Molenda, M. (2008). Historical foundations. In M. J. Spector, M. D. Merrill, J. Merrienboer, & M. P. Driscoll (Eds.), Handbook of Research on Educational Communications and Technology (Third., pp. 3–20). New York, NY: Lawrence Earlbaum Associates.
- ^ Nye, D. (2007). Technology Matters: Questions to Live With. Cambridge MA: MIT Press.
- ^ "Full text of "Alberuni's India. An account of the religion, philosophy, literature, geography, chronology, astronomy, customs, laws and astrology of India about A.D. 1030"".
- ^ Saettler, P. (1990). The evolution of American educational technology. Englewood, CO: Libraries Unlimited.
- ^ David R. Woolley (12 February 2013). "PLATO: The Emergence of Online Community". Thinkofit.com. Retrieved 2013-10-22.
- ^ Hiltz, S. (1990) 'Evaluating the Virtual Classroom', in Harasim, L. (ed.) Online Education: Perspectives on a New Environment New York: Praeger, pp. 133–169
- ^ a b Mason. R. and Kaye, A. (1989) Mindweave: Communication, Computers and Distance Education Oxford, UK: Pergamon Press
- ^ http://www.edtechhistory.org.uk/history/the_1970s/ndpcal.html
- ^ Crow, W. B. & Din, H. (2009). Unbound By Place or Time: Museums and Online Learning, Washington, DC: American Association of Museums, pp. 9-10
- ^ Bates, A. (2005) Technology, e-Learning and Distance Education London: Routledge
- ^ a b Johnson, Henry M (2007). "Dialogue and the construction of knowledge in e-learning: Exploring students' perceptions of their learning while using Blackboard's asynchronous discussion board". Eurodl.org. ISSN 1027-5207. Retrieved 2013-10-22.
- ^ Harasim, L., Hiltz, S., Teles, L. and Turoff, M. (1995) Learning Networks: A Field Guide to Teaching and Learning Online Cambridge, MA: MIT Press.
- ^ Graziadei, W. D., et al., 1997.Building Asynchronous and Synchronous Teaching-Learning Environments: Exploring a Course/Classroom Management System Solution
- ^ ""The History of Online Education?." Career FAQs". CareerFAQs.com.au. 15 August 2013. Retrieved 2014-08-29.
- ^ "Recommendation 1836 (2008)". Realising the full potential of e-learning for education and training. Council of Europe. Retrieved 7 May 2013.
- ^ Geer, R.; Sweeney, T. (2012). "Students' voices about learning with technology". Journal of social sciences 8 (2): 294–303.
- ^ Craft, A (2012). "Childhood in a Digital Age: Creative Challenges for Educational Futures". London Review of Education 10 (2): 173–190. doi:10.1080/14748460.2012.691282.
- ^ Skinner, B.F. (1954). "The science of learning and the art of teaching". Harvard Educational Review 24: 86–97.
- ^ Skinner, B.F. (1958). "Teaching machines". Science 128: 969–77. doi:10.1126/science.128.3330.969. and others see http://www.bfskinner.org/f/EpsteinBibliography.pdf
- ^ Skinner BF (1965). "The technology of teaching". Proc R Soc Lond B Biol Sci 162 (989): 427–43. Bibcode:1965RSPSB.162..427S. PMID 4378497. doi:10.1098/rspb.1965.0048.
- ^ Skinner, B.F. (1968). The technology of teaching. New York: Appleton-Century-Crofts. Library of Congress Card Number 68-12340 E 81290.
- ^ deJong, T. (2010). "Cognitive Load Theory, Educational Research, and Instructional Design: Some Food for Thought". Instructional Science: An International Journal of the Learning Sciences: 38.
- ^ Termos, Mohamad (2012). "Does the Classroom Performance System (CPS) Increase Students' Chances for Getting a Good Grade in College Core Courses and Increase Retention?". International Journal of Technologies in Learning 19 (1): 45–56.
- ^ a b Bates, A. and Poole, G. Effective Teaching with Technology in Higher Education San Francisco: Jossey-Bass/John Wiley, 2003
- ^ OECD (2005) E-Learning in Tertiary Education: Where Do We Stand? Paris: OECD
- ^ Baker, Celia. "Blended learning: Teachers plus computers equal success". Desert News. Retrieved 30 January 2014.
- ^ "What is Blended Learning?". CareerFAQs state. CareerFAQs state. Retrieved 31 March 2013.
- ^ Strauss, Valerie (2012-09-22). "Three fears about blended learning". The Washington post. Retrieved 31 March 2013.
- ^ Al-Asfour, A (2012). "Online Teaching: Navigating Its Advantages, Disadvantages and Best Practices". Tribal College Journal of American Indian Higher Education 23: 3.
- ^ Loutchko, Iouri; Kurbel, Karl; Pakhomov, Alexei: Production and Delivery of Multimedia Courses for Internet Based Virtual Education; The World Congress "Networked Learning in a Global Environment: Challenges and Solutions for Virtual Education", Berlin, Germany, May 1 – 4, 2002
- ^ "PODCASTS IN EDUCATION: WHAT, WHY AND HOW?" (PDF). Retrieved 8 December 2012.
- ^ Trentin G. (2010). Networked Collaborative Learning: social interaction and active learning, Woodhead/Chandos Publishing Limited, Cambridge, UK, ISBN 978-1-84334-501-5. https://www.researchgate.net/publication/235930117_Networked_Collaborative_Learning_social_interaction_and_active_learning?fulltextDialog=true/
- ^ a b Crane,Beverly E. "Using Web 2.0 Tools in the K-12 Classroom". Neal-Schuman Publishers, Inc., 2009
- ^ Sendall, P; Ceccucci, W.; Peslak, A. (December 2008). "Web 2.0 Matters: An Analysis of Implementing Web 2.0 in the Classroom". Information Systems Education Journal 6 (64). Retrieved 04/12/12. Check date values in:
- ^ Whyte, Cassandra B. and Lauridsen, Kurt (editor)(1980). An Integrated Learning Assistance Center.New Directions Sourcebook, Jossey-Bass, Inc..
- ^ "Curriculum and Pedagogy in Technology Assisted Learning". Sero.co.uk. Retrieved 2013-10-22.
- ^ "Escuela 2.0". Ite.educacion.es. Retrieved 2013-10-22.
- ^ "Scuola Digitale » Cl@ssi 2.0". Scuola-digitale.it. Retrieved 2013-10-22.
- ^ Pumilia-Gnarini, Paolo (2012). "Didactic Strategies and Technologies for Education: Incorporating Advancements".
- ^ Karrer, T (2007)Understanding eLearning 2.0. Learning circuit
- ^ Downes, S (2005) E-learning 2.0.Downes.ca
- ^ Redecker, Christine (2009). "Review of Learning 2.0 Practices: Study on the Impact of Web 2.0 Innovations on Education and Training in Europe". JRC Scientific and technical report. (EUR 23664 EN – 2009).
- ^ a b Seely Brown, John; Adler, Richard P. (2008). "Minds on Fire:Open Education, the Long Tail, and Learning 2.0" (PDF). Educause review (January/February 2008): 16–32.
- ^ Manprit Kaur (2011). "Using Online Forums in Language Learning and Education". StudentPulse.com. Retrieved 2012-08-22.
- ^ Crane, Beverley E. "Using Web 2.0 Tools in the k-12 Classroom" Neal-Shuman Publishers Inc., 2009, p.3
- ^ Forehand, M. (2010). Bloom's Taxonomy. From Emerging Perspectives on Learning, Teaching and Technology. Retrieved October 25, 2012, from http://projects.coe.uga.edu/epltt/.
- ^ Reeves, Thomas C. (February 12, 1998). "The Impact of Media and Technology in Schools" (PDF). Retrieved 9 October 2013.
- ^ Diecker, Lisa; Lane, Allsopp; O'Brien, Butler; Kyger, Fenty (May 2009). "Evaluating Video Models of Evidence-Based Instructional Practices to Enhance Teacher Learning". Teacher Education and Special Education 32 (2): 180–196. Retrieved 2011-09-17.
- ^ Biocchi, Michael. "Games in the Classroom". Gaming in the Classroom. Retrieved 24 March 2011.
- ^ Tremblay, Eric (2010). "Educating the Mobile Generation – using personal cell phones as audience response systems in post-secondary science teaching.". Journal of Computers in Mathematics and Science Teaching 29 (2): 217–227. Retrieved 2010-11-05.
- ^ Terras, Melody; Ramsay (2012). "The five central psychological challenges facing effective mobile learning". British Journal of Educational Technology 43 (5): 820–832. doi:10.1111/j.1467-8535.2012.01362.x. Retrieved 12 February 2014. (registration required (help)).
- ^ Kester, Liesbeth; Kirschner (May 2007). "Designing support to facilitate learning in powerful electronic learning environments". Computers in Human Behavior 23 (3): 1047–1054. doi:10.1016/j.chb.2006.10.001. Retrieved 21 January 2014.
- ^ "OpenCourseWare: An 'MIT Thing'?" 2006-11, 14(10):53-58 Searcher: The Magazine for Database Professionals
- ^ Iiyoshi, T., & Kumar, M. S. (2008). Opening up education: the collective advancement of education through open technology, open content, and open knowledge. Cambridge, Mass.: MIT Press.
- ^ Lewin, T. (2012, May 2). Harvard and M.I.T. Team Up to Offer Free Online Courses. New York Times, p.A18 Retrieved November 26, 2012, from http://www.nytimes.com/2012/05/03/education/harvard-and-mit-team-up-to-offer-free-online-courses.html?_r=0
- ^ a b Courts, B., & Tucker, J. (2012). Using Technology To Create A Dynamic Classroom Experience. Journal of College Teaching & Learning (TLC), 9(2), 121-128.
- ^ http://www.nea.org/home/32641.htm
- ^ https://twitter.com/search?q=%23edtech&src=tyah
- ^ Murray, Kristine; Rhonda Waller (May–June 2007). "Social Networking Goes Abroad" (PDF). Education Abroad 16 (3): 56–59.
- ^ Beagle, Martha; Don Hudges. "Social Networking in Education".
- ^ a b McCarroll, Niall; Kevin Curran (January–March 2013). "Social Networking in Education" (PDF). International Journal of Innovation in the Digital Economy 4 (1): 15. doi:10.4018/jide.2013010101.
- ^ Pilgrim, Jodi; Christie Bledsoe (September 1, 2011). "Learning Through Facebook: A Potential Tool for Educators". Delta Kappa Gamma.
- ^ Shiao, Dennis. "Why Virtual Classrooms Are Excellent Learning Venues". INXPO. Retrieved 18 May 2013.
- ^ "Screencasting | Teaching and Learning Innovation Park". Ipark.hud.ac.uk. Retrieved 2013-10-22.
- ^ Farwell (2013). "Keeping an Online Class Interesting and Interactive". Distance Learning 10 (3): 27–32.
- ^ [1] Learning Management System Software
- ^ Sarasota, Darya; Ali Khalid; Sören Auer; Jörg Unbehauen (2013). "Crowd Learn: Crowd sourcing the Creation of Highly-structured E-Learning Content". 5th International Conference on Computer Supported Education CSEDU 2013.
- ^ "Blackboard International | EMEA". Blackboard.com. Retrieved 2012-10-24.
- ^ "open-source community-based tools for learning". Moodle.org. Retrieved 2012-10-24.
- ^ "democratising education with technology". eliademy.com. Retrieved 2014-05-05.
- ^ Auer, Sören. "First Public Beta of SlideWiki.org". Retrieved 22 February 2013.
- ^ Raybould, B. (1991). An EPSS Case Study: Prime Computer. Handout given at the Electronic Performance Support Conference, Atlanta, GA, 1992.
- ^ Gery, G. (1989). The quest for electronic performance support. CBT Directions, July.
- ^ Gery, Gloria J. Electronic Performance Support Systems: How and why to remake the workplace through the strategic application of technology. Tolland, MA: Gery Associates, 1991. ISBN 978-0961796815
- ^ Clark, R. C., Mayer, R. E. (2007). eLearning and the Science of Instruction. San Francisco: Pfeiffer
- ^ a b Rideout, V., Vanderwater, E. & Wartella, E. Zero to six: Electronic media in the lives of infants, toddlers, and preschoolers. Menlo Park, CA: The Henry J. Kaiser Family Foundation. (2003) [2],
- ^ Warren Buckleitner (2008-06-12). "So Young, and So Gadgeted". The New York Times. Retrieved 2013-10-22.
- ^ Meidlinger, K. Choosing media for children checklist. San Francisco: Kids Watch Monthly. KQED.org (adapted from Rogow, F.)[3]
- ^ publications. "The Rise of Cyber-Schools". The New Atlantis. Retrieved 2012-10-24.
- ^ "Research Center: Charter Schools". Edweek.org. Retrieved 2012-10-24.
- ^ publications. "For Frustrated Gifted Kids, A World of Online Opportunities". KQED. Retrieved 2014-05-24.
- ^ a b Cavanaugh, C (2009). "Effectiveness of cyber charter schools: A review of research on learnings". TechTrends 53 (4): 28–31. doi:10.1007/s11528-009-0302-x.
- ^ Jaggars, S. S., Edgecombe, N., Stacey, G. W., & Columbia University, Community College,Research Center. (2013). What we know about online course outcomes.research overviewCommunity College Research Center, Columbia University.
- ^ Ambient Insight Research (2009) US Self-paced e-Learning Market Monroe WA: Ambient Insight Research
- ^ Repetto, M., & Trentin, G. (Eds) (2011). Faculty Training for Web-Enhanced Learning. Nova Science Publishers Inc., Hauppauge, NY, ISBN 978-1-61209-335-2. https://www.researchgate.net/publication/235930053_Faculty_Training_for_Web-Enhanced_Learning/
- ^ Hebert, D. G. (2007). "Five Challenges and Solutions in Online Music Teacher Education". Research and Issues in Music Education 5 (1).
- ^ Youngberg, David (August 13, 2012). "Why Online Education Won't Replace College--Yet". The Chronicle of Higher Education.
- ^ Pappano, Laura (2012-11-02). "The Year of the MOOC". New York Times. Retrieved 12 February 2013.
- ^ Kolowich, Steve (May 15, 2014). "Conventional Online Higher Education Will Absorb MOOCs, 2 Reports Say". The Chronicle of Higher Education. Retrieved May 15, 2014.
- ^ Scott Jaschik, "Feminist Anti-MOOC", Inside Higher Ed, August 19, 2013.
- ^ Iris Mansour, "Degreed wants to make online courses count", Fortune, August 15, 2013. (Retrieved August 15, 2013).
- ^ Warner, D, Procaccino, JD (2004). "Toward wellness: Women seeking health information". Journal of the American Society for Information Science and Technology 55: 709–730. doi:10.1002/asi.20016.
- ^ Simpson, CW, Prusak, L (1995). "Troubles with information overload—Moving from quantity to quality in information provision". International Journal of Information Management 15 (6).
- ^ Tamrat T, Kachnowski S. (2012). "Special delivery: an analysis of mHealth in maternal and newborn health programs and their outcomes around the world". Maternal and Child Health Journal 16 (5): 1092–1101. doi:10.1007/s10995-011-0836-3.
- ^ Källander, K, Tibenderana, JK, Akpogheneta, OJ et al. (2013). "Mobile health (mHealth) approaches and lessons for increased performance and retention of community health workers in low- and middle-income countries: a review". Journal of medical Internet research 15 (1): e17. doi:10.2196/jmir.2130.
- ^ Grabinger, R. S; Aplin, C; Ponnappa-Brenner, G (2008). "Supporting learners with cognitive impairments in online environments" (PDF). TechTrends 52 (1): 63–69. doi:10.1007/s11528-008-0114-4.
- ^ "ADHD Data & Statistics". Center For Disease Control and Prevention. n.d. Retrieved June 27, 2014.
- ^ Madaus, J. W., McKeown, K., Gelbar, N., & Banerjee, M. (2012). "The Online and Blended Learning Experience: Differences for Students With and Without Learning Disabilities and Attention Deficit/Hyperactivity Disorder." (PDF). International Journal for Research in Learning Disabilities.
- ^ Wolf, L. (2001). "College Students with ADHD and Other Hidden Disabilities: Outcomes and Interventions". Annals of the New York Academy of Sciences. doi:10.1111/j.1749-6632.2001.tb05792.x.
- ^ a b Cull, S., Reed, D., &Kirk , K (2010). "Student motivation and engagement in online courses". Serc.carlton.edu. Retrieved 2013-10-22.
- ^ Parker, D. P., & Banerjee, M. (2007). "Leveling the digital playing field: Assessing the learning technology needs of college-bound students with LD and/or ADHD.". Assessment for Effective Intervention.
- ^ a b Sajadi, S. S., & Khan, T. M. (2011). "An evaluation of constructivism for learners with ADHD: Development of a constructivist pedagogy for special needs." (PDF).
- ^ Keengwe, J., Onchwari, G., & Onchwari, J. (2009). "Technology and Student Learning: Toward a Learner-Centered Teaching Model," (PDF). AACE Journal.
- ^ Crain, William (2010). Theories of Development: Concepts and Applications (6th Edition). Upper Saddle River, NJ: Prentice Hall: Pearson. ISBN 0205810462.
- ^ Fichten, C. S., Ferraro, V., Asuncion, J. V., Chwojka, C., Barile, M., Nguyen, M. N., Klomp, R., & Wolforth, J. (2009). "Disabilities and e-Learning Problems and Solutions: An Exploratory Study" (PDF). Technology & Society.
- ^ D, Butucea (March 2013). "Personalized e-learning software systems. Extending the solution to assist visually impaired users". Academy of Economic Studies Bucharest, Romania-Database Systems Journal.
- ^ E-learning accessibility for blind students. (2005). Italian National Research Council. Retrieved from http://www.researchgate.net/publication/228613727_E-learning_accessibility_for_blind_students%7Caccess date=11-2014
- ^ Hartman, K.; Neuwirth, C. M.; Kiesler, S.; Sproull, L.; Cochran, C.; Palmquist, M.; Zubrow, D. (1991). "Patterns of Social Interaction and Learning to Write: Some Effects of Network Technologies". Written Communication 8 (1): 79–113. doi:10.1177/0741088391008001005.
- ^ a b Chester, A.; Gwynne, G. (2006). "Online Teaching: Encouraging Collaboration through Anonymity". Journal of Computer-Mediated Communication 4: 2. doi:10.1111/j.1083-6101.1998.tb00096.x.
- ^ Moore, M. J.; Nakano, T.; Enomoto, A.; Suda, T. (2012). "Anonymity and roles associated with aggressive posts in an online forum". Computers in Human Behavior 28 (3): 861–867. doi:10.1016/j.chb.2011.12.005.
- ^ Sticca, F.; Perren, S. (2013). "Is cyberbullying worse than traditional bullying? Examining the differential roles of medium, publicity, and anonymity for the perceived severity of bullying". Journal of Youth and Adolescence 42 (5): 739–50. doi:10.1007/s10964-012-9867-3.
- ^ a b Ahmad, Zameer (November 16, 2010). "Virtual Education System (Current Myth & Future Reality in Pakistan)". Ssrn.com. Retrieved 2013-10-22.
- ^ a b Dalsgaard, Christian. "Social software: E-learning beyond learning management systems". eurodl.org. University of Aarhus. Retrieved 31 March 2013.
- ^ a b "Technology Impact on Learning". Nsba.org. 2011-12-09. Retrieved 2014-03-22.
- ^ "Technology's Impact". Electronic-school.com. 2011-12-09. Retrieved 2014-03-22.
- ^ Warschauer, M., & Matuchniak, T. (2010). New technology and digital worlds: analyzing evidence of equity in access, use and outcomes. Review of Research in Education, 34, 179-225.
- ^ "CRTC issues annual report on the state of the Canadian communication system". CRTC. 2013-09-27. Retrieved 2014-03-22.
- ^ Theen, Andrew (February 12, 2012). "MIT Begins Offering Free Online Course With Certificate". Bloomberg. Retrieved November 24, 2014.
- ^ "Technology Uses in Education". Nsba.org. 2011-12-09. Retrieved 2014-03-22.
- ^ a b Ross, S., Morrison, G., & Lowther, D. (2010). Educational technology research past and present: balancing rigor and relevance to impact learning. Contemporary Educational Technology, 1(1).
- ^ Hicks, S.D. (2011). Technology in today's classroom: Are you a tech-savvy teacher? The Clearing House, 84, 188-191.
- ^ An, Y. J., & Reigeluth, C. (2011). Creating Technology-Enhanced, Learner-Centered Classrooms: K–12 Teachers' Beliefs, Perceptions, Barriers, and Support Needs. Journal of Digital Learning in Teacher Education, 28(2), 54-62.
- ^ a b Hiring Practices and Attitudes: Traditional vs. Online Degree Credentials SHRM Poll . (n.d.). Retrieved December 19, 2014, from http://www.shrm.org/research/surveyfindings/articles/pages/hiringpracticesandattitudes.aspx
- ^ Boser, U. (2013). "Are Schools Getting a Big Enough Bang for Their Education Technology Buck?" (PDF). www. americanprogress. org. pp. 1–12. Retrieved 2014-05-15.
- ^ Culp, K.M.; Honey, M.; Mandinach, E. "A retrospective on twenty years of education technology policy.". A retrospective on twenty years of education technology policy.: 279–307.
- ^ Lai, K.W. (2008). ICT supporting the learning process: The premise, reality, and promise. In International handbook of information technology in primary and secondary education. Springer US. pp. 215–230.
- ^ Postman, N. (1992). Technopoly: the surrender of culture to technology. New York. New York, NY: Vintage Books.
- ^ Bransford, J., Brown, A., & Cocking, R. R. (Eds.). (2000). Technology to support learning. In J. Bransford, A. Brown, & R. R. Cocking (Eds.), How people learn: Brain, mind, experience (pp. 206-230). Washington, DC: National Academies Press
- ^ Baby DVDs, Videos May Hinder, Not Help, Infants' Language Development UW NewsLinks - September 2007 [4]
- ^ Baby Einsteins: Not So Smart After All - Time
- ^ TV for Babies: Does It Help or Hurt? - TIME
- ^ No television for babies: Why TV is bad for young children Washington Times Communities [5]
- ^ Cuban, L. (1998). High-Tech Schools and Low-Tech Teaching. Journal of Computing in Teacher Education. 14(2), 6–7.
- ^ Ho, A. D., Reich, J., Nesterko, S., Seaton, D. T., Mullaney, T., Waldo, J., & Chuang, I. (2014). HarvardX and MITx: The first year of open online courses (HarvardX and MITx Working Paper No. 1) . Available at SSRN: http://ssrn.com/abstract=2381263 or http://dx.doi.org/10.2139/ssrn.2381263
- ^ Trucano, M. (2013, December 11). More about MOOCs and developing countries. EduTech: A World Bank Blog on ICT use in Education
- ^ a b Ritchel, Matt. Growing up Digital, Wired for Distraction. The New York Times. 21 Nov. 2010.
- ^ Begley, Sharon. "The Science of Making Decisions". Newsweek 27 Feb. 2011. Web. 14 Mar. 2011.
- ^ a b Small, G.; Vorgan, G. (2008). "Meet Your iBrain.". Scientific American Mind 5 (19): 42–49. doi:10.1038/scientificamericanmind1008-42.
- ^ Ritchel, M. "Growing up Digital, Wired for Distraction". The New York Times.
- ^ Cuban, L. (2001). "Oversold and underused: Computers in the classroom.". Harvard University Press.
- ^ Lai, K.W. (2008). Technopoly: the surrender of culture to technology. New York. Springer US. pp. 215–230.
- ^ Winner, L. (1986). "The Whale and the Reactor.". The University of Chicago Press.
- ^ Marx, L (2010). "Technology: The Emergence of a Hazardous Concept". Technology and Culture 51 (3): 561–577. doi:10.1353/tech.2010.0009.
- ^ a b Winner, L. (1986). The Whale and the Reactor. Chicago, IL: The University of Chicago Press. (note: read pp. ix - 39)
- ^ Papert, S. (1980). Mindstorms: Children computers and powerful ideas. New York, NY: Basic Books.
- ^ Postman, N. (1992). Technopoly: the surrender of culture to technology. New York, NY: Vintage Books.
- ^ a b Wei, L.; Hindman, D. (2011). "Does the Digital Divide Matter More? Comparing the Effects of New Media and Old Media Use on the Education-Based Knowledge Gap". Mass Communication and Society 14 (1): 216–235.
- ^ a b c d e f Jenkins, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Cambridge, MA: The MIT Press.
- ^ Oliver, A.; Osa, J. O.; Walker, T. M. (2012). "Using instructional technologies to enhance teaching and learning for the 21st century pre K-12 students: The case of a professional education programs unit". International Journal of Instructional Media 39 (4): 283–295.
- ^ De Castell, S. (2011). Ludic Epistemology: What Game-Based Learning Can Teach Curriculum Studies. Journal of the Canadian Association for Curriculum Studies, 8 (2), 19-27.
- ^ Robinson, T. (2006). Schools Kill Creativity. TED Talks. [Video]. Retrieved on October 25, 2012 from http://www.ted.com/talks/lang/en/ken_robinson_says_schools_kill_creativity.html.
- ^ a b c Harris, J., Mishra, P., & Koehler, M. (2009). Teachers' Technological Pedagogical Integration Reframed. Journal of Research on Technology in Education, 41 (4), 393–416.
- ^ Eisenberg, M (2008). "Information Literacy: Essential Skills for the Information Age". Journal of Library & Information Technology 28 (2): 39–47. doi:10.14429/djlit.28.2.166.
- ^ Fletcher, S (2013). "Machine Learning". Scientific American 309 (2): 62–28. doi:10.1038/scientificamerican0813-62.
- ^ Nagy, A. (2005). The Impact of E-Learning, in: Bruck, P.A.; Buchholz, A.; Karssen, Z.; Zerfass, A. (Eds). E-Content: Technologies and Perspectives for the European Market. Berlin: Springer-Verlag, pp. 79–96
- ^ EC (2000). Communication from the Commission: E-Learning – Designing "Tejas at Niit" tomorrow's education. Brussels: European Commission
- ^ a b c d "E-Learning Market Trends & Forecast 2014 - 2016 Report" (PDF). www.docebo.com. Docebo. Retrieved 2 December 2014.
- ^ McCue, TJ. "Online Learning Industry Poised for $107 Billion In 2015". Forbes.com. Forbes. Retrieved 1 December 2014.
- ^ Shurville, S.; Browne, T.; Whitaker, M. (2009). "Accommodating the newfound strategic importance of educational technologists within higher education: A critical literature review". Campus-Wide Information Systems 26 (3): 201–231. doi:10.1108/10650740910967384.
Further reading
- Encyclopedia of Educational Technology, a collection of short multimedia articles on a variety of topics related to the fields of instructional design and education and training, published by the Department of Educational Technology, San Diego State University
|Wikiversity has learning materials about Educational Technology
|Wikiversity has learning materials about Teaching and Learning Online
|Wikibooks has a book on the topic of: ICT in Education
External links
- Digital Media and Learning. The John D. and Catherine T. MacArthur Foundation
- The FITS Foundation - Framework for ICT Technical Support
- UNESCO Guide To Measuring Information And Communication Technologies (ICT) In Education
Lua error in Module:Authority_control at line 346: attempt to index field 'wikibase' (a nil value).


text:
Hologic Announces Jury Verdict in Patent Infringement Suit
Motions Pending; Decision Will Not Impact Financial Results or Hologic's Focus in Delivering GYN Surgical Treatments and Procedures
Oct 18, 2011, 01:30 ET
BEDFORD, Mass., Oct. 18, 2011 /PRNewswire/ -- Hologic, Inc. (Hologic or the Company) (NASDAQ: HOLX), a leading developer, manufacturer and supplier of premium diagnostics, medical imaging systems and surgical products dedicated to serving the healthcare needs of women, today announced the jury returned a verdict in the patent infringement suit between Hologic and Conceptus, Inc. (Conceptus).
On May 22, 2009, Conceptus filed suit in the United States District Court for the Northern District of California (the Court) alleging infringement of five Conceptus patents by the Adiana permanent contraception (Adiana) system. Allegations regarding all but two claims of the asserted patents were previously dismissed from the suit. A trial on the two remaining patent claims took place in October 2011 resulting in a jury verdict in favor of Conceptus.
As a part of this verdict, the jury awarded Conceptus the sum of $18.8 million as damages. Any such payment would have no impact to Hologic's results of operations or financial position since the payment, should it be paid, would be deducted from the contingent consideration otherwise due to former Adiana, Inc. shareholders (the former owners of the Adiana system).
"We are obviously disappointed in this verdict. However, there remain several issues to be decided by the Court which could impact the ultimate disposition of the case," said Mark Casey, Hologic's Senior Vice President and General Counsel. "Upon resolution of those issues, the Company will evaluate its options. In the meantime, the Company will continue to sell, market and promote the Adiana System."
Forward-Looking Statement Disclaimer:
This News Release may contain forward-looking information that involves risks and uncertainties, including statements about litigation activities and the anticipated impact of those activities on the Company's results of operations. These forward-looking statements are based upon assumptions made by the Company as of the date hereof and are subject to known and unknown risks and uncertainties that could cause actual results to differ materially from those anticipated. Hologic expressly disclaims any obligation or undertaking to release publicly any updates or revisions to the data or statements presented herein to reflect any change in the Company's expectations or any change in events, conditions or circumstances on which any such data or statements are based. Certain factors that could adversely affect the Company's business and prospects are described in Hologic filings with the Securities and Exchange Commission.
About Hologic, Inc.:
Hologic, Inc. is a leading developer, manufacturer and supplier of premium diagnostics products, medical imaging systems and surgical products dedicated to serving the healthcare needs of women. Hologic's core business units are focused on breast health, diagnostics, GYN surgical and skeletal health. Hologic provides a comprehensive suite of technologies with products for mammography and breast biopsy, breast Magnetic Resonance Imaging, radiation treatment for early-stage breast cancer, cervical cancer screening, treatment for menorrhagia and uterine fibroids, permanent contraception, osteoporosis assessment, preterm birth risk assessment, mini C-arm for extremity imaging and molecular diagnostic products including HPV and reagents for a variety of DNA and RNA analysis applications.
Hologic and Adiana, and associated logos are trademarks and/or registered trademarks of Hologic, Inc. and/or its subsidiaries in the United States and/or other countries.
Deborah R. Gordon
Vice President, Investor Relations
Hologic, Inc.
(781) 999-7716
SOURCE Hologic, Inc.

subset: commoncrawl


text:
'A Short History of Decay' now available on iTunes
"A Short History of Decay," a dark comedy shot in Wilmington in late 2012, is now available to buy or rent on iTunes.
The film stars "One Tree Hill's" Bryan Greenberg as a failed Brooklyn writer who returns home to Florida to care for his ailing parents after his father (Harris Yulin) suffers a stroke and his mother (Linda Lavin) begins succumbing to Alzheimer's.
Written and directed by Michael Maren, the film's debut on the digital platform comes just days after it premiered in select theaters in New York City May 16.
Last week, the film screened for three days as part of Cinematheque at Thalian Hall. It also made it's Southeastern premiere at last November's Cucalorus Film Festival.
On iTunes, the film can be purchased in high definition for $19.99 or in standard definition for $14.99. Rentals run $4.99 for high definition and $3.99 for standard.
To get the film, visit the iTunes Store.
"A Short History of Decay" will be available on DVD June 10. To pre-order the DVD, visit Amazon.
To read more with Maren about the film and the local production, read our interview with him at the StarNews.