Good Management can lead to good learning KONSEP DAN PERSIAPAN IMPLEMENTASI E-LEARNING • 1st Generation - The correspondence model - Print • 2nd Generation - The Multi-Media Model - Print - Audiotape - Videotape - Computer-based learning - Interactive Video (disk and tape) • 3rd Generation - The Telelearning Model - Audioteleconferencing - Videoconferencing - Audiographic Communication - Broadcast TV/Radio • 4th Generation - The Flexible Learning Model - Interactive Multimedia - Interned-based access to WWW resources - Computer Mediated Communication • 5th Generation: The Virtual/Online/ E- Learning Model • Web-based courses (integrated multimedia) • Computer Mediated Communication • Computer intelligent system • 6th Generation: The Mobile Learning (MLearning or Palm-E Model) • Web-based courses (integrated multimedia) • Mobile/Handphone Mediated Communication • Computer intelligent system The use of network technology • Design • Facilitate • Deliver life long learning Flexible strategy • Delivering information incorporates multiple formats • Provides a managed and consistent learning experience • Delivered anywhere and anytime that fits the learner’s schedule • Learning available 24 hours a day, 7 days a week • Access learning materials from anywhere • Access learning materials at their convenience • Review materials at will • Continually update their skills and knowledge base Participants give up Competences are not acquired Some of 70% e-Learning projects fail Project is not financially sustainable Weakness of learning analysis & design ASTD 2003 State of the Industry Report Proportion of Content Delivered Online Type of Course 0% Traditional F2F course – with no ICT/online technology used, instruction is delivered in writing or orally 1-29% ICT/Web Facilitated Course which uses ICT/web-based technology to facilitate what is essentially a F2F course. Uses a course management system or web pages to post the syllabus and assignments, or e-mail for communication, for example. 30-79% Blended/ Hybrid Course that blends online and F2F delivery. Substantial proportion of the content is delivered online, typically uses online discussions, and typically has some F2F meetings. 80+% Online/ e-learning A course where most of all of the content is delivered online, and interaction done virtually. Typically have no or minimal F2F meetings. Typical Description E-learning, Web-based learning • E-learning is mostly associated with activities involving computers and interactive networks simultaneously. The computer does not need to be the central element of the activity or provide learning content. However, the computer and the network must hold a significant involvement in the learning activity. • Web-based learning is associated with learning materials delivered in a Web browser, including when the materials are packaged on CD-ROM or other media. disk. Online learning, Distance learning • Online learning is associated with content readily accessible on a computer. The content may be on the Web or the Internet, or simply installed on a CDROM or the computer hard disk. • Distance learning involves interaction at a distance between instructor and learners, and enables timely instructor reaction to learners. Simply posting or broadcasting learning materials to learners is not distance learning. Instructors must be involved in receiving feedback from learners. other students other students e-assignment e-teachers student e-text e-library e-test url address E-learning Scenario e-audio/video Synchronous learning • Within synchronous learning; learning and teaching takes place in real time (same time) while the trainer and learners are physically separated from each other (place shift). • Examples include: – listening to a live radio broadcast – watching live a television broadcast – audio/video conferencing – Internet telephony – online lectures – two-way live satellite broadcast Asynchronous learning • Characteristic for asynchronous learning is the fact that that the trainer prepares the courseware material before the course takes place. The learner is free to decide when he wants to study the courseware • Examples include: – self paced courses taken via Internet or CD-Rom – videotaped classes – stored audio/video Web presentations or seminars – recorded audio tapes – Q & A mentoring – reading e-mail messages Examples of asynchronous and synchronous learning ASYNCHRONOUS LEARNING SYNCHRONOUS LEARNING Fax Telephone E-mail Screen Sharing Newsgroups Chat Computer Based Training Desktop Conferencing Quick Reference Guide Online seminar Communication • Different ways – Within communication we distinguish different directions/ways to communicate: • one to one • one to many • many to one • many to many One to one • Situation – Learner to learner – Learner to trainer – Trainer to learner • Examples – chat: private chat in a chat room or the instant messenger – e-mail: send mail to a colleague or ask a question to a trainer – screen sharing: sharing Microsoft Word, collaborate on a Word document One to many • Situation – Trainer to learners – Learner to learners • Examples – chat: trainer is explaining content to learners – video conference: trainer is explaining content to learners via web broadcast – screen sharing: using the net for giving learners a tour through PowerPoint slides or web pages – newsgroups: posting a question in a newsgroup or discussion forum – e-seminar: lecture or presentation over the internet Many to one • Situation – Learners to trainer – Learners to learner • Examples – chat: ask or discuss real-time questions or issues to a learning desk – newsgroup: react on a posted message in a discussion forum Many to many • Situation – Learners to learners – Learners to learners and trainers • Examples – chat: discussion where learners can exchange learning experiences or just talk or a discussion led by trainers where students solve a case by collaboration through discussion – two-way video conferencing: virtual classroom situation where trainer explains and learners react or meeting where subjects can be discussed – telephone conferencing e-Learning Content Elements • • • • • Text Picture/Image Animation Audio Video Text • The alphabet, words, sentences, paragraphs. Text processing refers to the ability to manipulate words, lines, and pages. • Size The quick brown fox jumps over the lazy dog. The quick brown fox jumps over the lazy dog. The quick brown fox jumps over the lazy dog. • Font The quick brown fox jumps over the lazy dog. The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog • Color The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog Text Positive • • • • • Easy to produce Everybody is familiar with it Can contain a lot of information A learner can read for long time Easy to print out and take it with you • Does not need a lot of bandwidth Negative •Hard to read a lot of text on computer display •Hard to explain a difficult visual concept like the movement of a galloping horse’s leg Pictures/images • A picture or image is data represented in a two-dimensional scene. A digital image is composed of pixels arranged in a rectangular array with a certain height and width. Each pixel may consist of one or more bits of information, representing the brightness of the image at that point and possibly including color information encoded as RGB triples. Pictures/images Positive • Detailed description is possible • Attractive for the learner • Colors can be a different when you print it out Negative • It need more bandwidth than text. Especially big pictures are using lots of kilobytes • Offers a lot of information which can distract learner Animations • An animation is a simulation of movement created by displaying a series of pictures, or frames. A cartoon on television is one example of animation. • Animation on computers is one of the chief ingredients of multimedia presentations. • Animations can be made with special techniques like Flash or with image applications like Photoshop and Fireworks and exported as animated GIF. Animations Positive • Are strong in representing difficult concept (ex: the idea behind a motor of a car) • Fast way of explaining • Attractive way to involve the learner Negative •It need more bandwidth then text. Especially an animation with pictures is quite ‘heavy’ •Relatively time consuming to create •Most of the time it has to be combine with other format like audio Audio • Audio is sound within the acoustic range available to humans. On a computer an audio file is a record of captured sound that can be played back. • Audio files are usually compressed for storage purposes or faster transmission. In order for users to receive sound in real-time for a multimedia effect, sound must be delivered as streaming sound. The advantage of streaming (instead of downloaded sounds) is that there is no waiting (or very little) from the time you click the mouse until you hear the sound. Well known formats are: wave (.wav) , midi (.mid), MPEG, audio layer 3 (.mp3). Audio Positive • Attractive to learners • Can enhance learning effect of animations enormously if used synchronous Negative • Only usable for short fragment (2 minutes max) • Consume quite a lot of bandwidth Video • Video refers to displaying still images, in such a high speed that our mind interpreters the sequence of images as a movement. You can compare it with animation. The difference is the use of real images (pictures) and most of the time the number of frames per second is higher with video then with animations. The higher the number of frames per second, the more our eyes are interpreting the sequential as real 'movement'. Video Positive • Fast way of explaining • Sometimes the only way of representing and idea • Attractive to learners • Can play an important social role (during videoconferencing) • Can be used for nonverbal communication (e.g., can be very effective for soft skills training) Negative •Only usable for short fragment (5 minutes max) •Needs’ a lot of bandwidth •Can be ineffective because it contains a lot of unneeded information •Is sometimes only used to attract learners without offering additional educational value •Relatively expensive and difficult to produce Existing Content Redesign Learning Content Content Generator Create (Authoring Tools) Chunk It is not a mere transfer of printed modules orAssemble tutorials into the LMS, neither it is a mere Find Learning replication of face-to-face instruction into an Catalog electronic teaching and learning format. Import Track Deliver LMS Delivery system e-Learning Content: Learning Object Materials Interaction: Learning Design and Path Face-to-face blended learning • Videoconference • Web-based course Videoconference blended learning • Face-to-face • Web-based course Delivery System Web-based blended learning • Face-to-face • Videoconference Meeting 1 30/04 Meeting 2 Meeting 3 Meeting 4 07/05 14/05 21/05 Objectives: Objectives: Understand the systems approach Understand contemporary issues in education and paradigms in education in Indonesia Introduction Course Contract Systems Approach in Education Reading: -Bela Banathy PIC: PP + IS Meeting 5 28/05 Objectives: Understand the principles of planned change and education reform at the macro and micro level Meeting 6 Meeting 7 Meeting 8 Meeting 9 04/06 11/06 18/06 25/06 Meeting 10 02/07 Meeting 11 09/07 Objectives: Analyze educational change practice at the macro and micro level Meeting 12 16/07 Objectives: Engage effectively with others in critical discussion of ideas and practices relevant to education; Objectives Engage effectively with others in critical discussion of ideas and practices relevant to education; Practice the skill of critical reflection as the basis for reflective and ethical teaching; Issues and Paradigms Principles of Educational Change Practice at the Macro and Micro Level Planned Change and Reform Evolution Evolution Education Principles of Individual Research on Educational Change or Educational Reform – at of of Reform in Diffusion of micro or macro level with thorough analysis based on the Rogers’s and Education Education Indonesia Innovation Fullan’s principles. in in Meaning of Indonesia Indonesia Educational 1 2 Change Reading: Reading:D Reading: Reading: Readings: Readings: (cases of own searching) Dewantara ewantara, Tilaar -Rogers (ch 1) -Fullan (ch 3, 4, 5, 6) , Buchori, Buchori, works -Fullan ( ch 1 & 2) -Fullan (ch 7-11) Tilaar, etc. Tilaar, etc. -Fullan (ch 12-14) Mini Seminar on Contemporary Issues in Education in Indonesia PIC: IS PIC: PP + IS PIC: IS Guest: Tilaar PIC: PP Group discussion via virtual forum. Individual interaction with PICs (PP and IS). Presentation of the Individual Project Let’s Practice