E-learning



As opposed to the computer-based training of the 1980s, the term e-learning  is most frequently used to refer to computer-based training which incorporates technologies that support interactivity beyond that which would be provided by a single computer.

E-learning, therefore, is an approach to facilitate and enhance learning through, and based on, both computer and communications technology. Such devices can include personal computers, CDROMs, Digital Television, P.D.A.s and Mobile Phones. Communications technology enables the use of the Internet, email, discussion forums, collaborative software and team learning systems (see also online deliberation).

E-learning may also be used to suit distance learning through the use of WANs (Wide Area Networks), and may also be considered to be a form of flexible learning where just-in-time learning is possible. Courses can be tailored to specific needs and asynchronous learning is possible. Where learning occurs exclusively online, this is called online education. When learning is distributed to mobile devices such as cell phones or PDAs, it is called M-learning.

Supporting learning online
Some view e-learning as a means to effective or efficient etc. learning, due to its ease of access and the pace being determined by the learner. Others point out that e-learning software developers tend to limit their focus on course delivery and content, while online education institutions require a much wider range of educational services.

Others are critical of e-learning in the context of education, because the face-to-face human interaction with a teacher has been removed from the process, and thus, some argue, the process is no longer "educational" in the highest philosophical sense (for example, as defined by RS Peters, a philosopher of education). However, these human interactions can be encouraged through web-conferencing programs such as Macromedia Breeze.

Further, continual advances in technology allow a wider range of learning experiences such as educational animation to be made available to support online learning.

E-learning systems such as Moodle often work towards a student-centred learning solution, building upon a social-constructivist pedagogy.

Blended learning


Not every e-learning resource, usage or provision is necessarily 'exclusively e-learning', sometimes a hybrid 'blended learning' solution is available, either combining distance learning with direct contact 'close at hand' human educational resources, or combining software driven resources with human intervention (whether remote or local, computer mediated [such as through email or chat] or non-computer mediated [such as face to face or telephone] or combining software driven resources with any other educational resource [TV, radio, books, tapes, etc.]) Advances in technology have allowed for the growth of collaborative web-based learning opportunities. Asynchronous activities use technologies such as blogs, wikis, and discussion boards, and allow participants to contribute when time allows. Synchronous activities occur with all participants joining in at once, as with a chat session or a virtual classroom or meeting.

On the practical side some e-learning is about organizing the topics to be taught and creating multimedia CD-ROMs or web sites. An important advantage is generally seen in the fact that hyperlinking is possible and having interactive parts illustrating difficult things or for doing exercises. In higher education especially, the increasing tendency is to create a Managed Learning Environment (MLE which is a Virtual Learning Environment (VLE) combined with a Managed Information System (MIS)) in which all aspects of a course are handled through a consistent interface that is standard throughout an institution, giving students a consistent user interface.

Often a design approach is implemented which involves 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. These are put in a database and creating a course requires putting together a sequence of learning objects.

Pedagogy of e-learning
One important point is to help teachers organize their pedagogical perspective. Some institutes for Higher education are devoted to this mission (training, counselling, funding, development, etc.).

More recent approaches focus on dialogue, interaction and collaborative activities - courses still contain content but it is of secondary importance or is generated by the students. An open source course management system that makes this approach easier is Moodle. This advocates Social-Constructivism as a pedagogical perspective, whereby learners construct their knowledge through discussions, thereby enhancing their thinking skills.

Four main pedagogical perspectives that are often used when developing e-learning are:

Cognitive perspective - which focuses on the cognitive processes involved in learning as well as how the brain works.

Emotional perspective - which focuses on the emotional aspects of learning, like motivation, engagement, fun etc

Behavioural perspective - which focuses on the skills and behavioural outcomes of the learning process. Role-playing and application to on-the-job settings.

Social perspective - which focuses on the social aspects which can stimulate learning. Interaction with other people, collaborative discovery and the importance of peer support as well as pressure.

Basic questions

 * For whom do we create e-learning content
 * What do they need to learn
 * How do we organize the content
 * Which tools / platform do we use? For creating? For delivering?



Instructional design
see main article: instructional design

Creating media

 * Text
 * Pictures
 * Sound
 * Video
 * Educational animation
 * Interactive exercises

Binding it together
Most often HTML is used to bind together the different e-learning media. Sometimes XML based files are created which are then rendered to HTML/CSS/JavaScript by using an XSLT transformation. However often proprietary technologies are used like Macromedia Flash, an authoring tool, which leverages the JavaScript-like language called ActionScript to enable advanced functionality and interactivity. Data conferencing applications are sometimes used to share and manipulate e-learning media.

One standard for presenting e-learning content is SCORM whilst other specifications allow for the transporting of "learning objects" (Schools Interoperability Framework) or categorizing meta-data(UKLOM).

Degree Programs
A growing number of physical universities, as well as newer online-only colleges, have begun to offer a select set of academic degree programs via the Internet. These programs range from Associate’s degrees to Doctoral programs with available emphases in everything from Business Administration to Criminal Justice to Nursing. While some programs requires students to attend some campus classes or orientations, many are completely online. In addition, several universities offer online student support services, such as online advising and registration, e-counselling, online textbook purchasing, student governments and student newspapers.

Online courses generally require a computer with a broadband connection.