Learning Beyond Walls - eLearning Ideas and Possibilities for Youth

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This is a presentation I gave at at "U-TECH: Technology Ideas and Possibilities for Empowering 21st Century Youth", an IT seminar held on June 16, 2012 at Muhammad Ali Jinnah University (MAJU) in …

This is a presentation I gave at at "U-TECH: Technology Ideas and Possibilities for Empowering 21st Century Youth", an IT seminar held on June 16, 2012 at Muhammad Ali Jinnah University (MAJU) in Karachi, Pakistan. The seminar was organized by Youth Empowering Spaces (YES) with the aim to empower 21st century youth through technology.

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  • Definition of pedagogy:The method and practice of teaching, esp. as an academic subject or theoretical conceptLaurillard, D. (2006) E-Learning in Higher Education. In P. Ashwin (Ed) Changing Higher Education: The Development of Learning and Teaching. London:RoutledgeFalmer.
  • http://en.wikipedia.org/wiki/Free_software
  • http://en.wikipedia.org/wiki/Free_software
  • http://en.wikipedia.org/wiki/Collaborative_learning
  • http://en.wikipedia.org/wiki/Distance_education
  • http://en.wikipedia.org/wiki/MIT_OpenCourseWare
  • http://en.wikipedia.org/wiki/Virtual_education
  • Source: http://www.jmir.org/2010/1/e1/
  • http://en.wikipedia.org/wiki/Mobile_learning
  • http://en.wikipedia.org/wiki/Game_based_learning
  • http://www.ehow.com/info_7961444_games-teach-kids-run-business.html
  • Source: http://www.nobelprize.org/educational/medicine/dna_double_helix/dnahelix.html

Transcript

  • 1. Presentation for:U-TECH: Technology Ideas and Possibilities for Empowering 21st Century Youth Learning Beyond Walls – eLearning Ideas and Possibilities for Youth By: Karim Wallani
  • 2. "We cant solve problems by using the same kind of thinking we used when we created them" – Albert Einstein
  • 3. What iseLearning Emerging Trends in eLearning from Education the (related to IT Perspective eLearning) Quick look at FOSS
  • 4. What do you know about eLearning?
  • 5. When talking about eLearning, we often focus on technology…
  • 6. eLearning…But look at the word ‘eLearning’, and notice the lowercase ‘e’ and theuppercase ‘L’. This is done on purpose: Learning takes priority over ‘e’.
  • 7. (Textbook) Definition of eLearning• The use of information and communications technology (ICT) for learning, teaching and learner support services• Encompasses the use of a variety of tools and pedagogical strategies in a range of educational settings (Laurillard, 2006)
  • 8. (Simplified) Definition of eLearning• All learning, all the time!
  • 9. Quick Look atFree and Open Source Software
  • 10. Free and Open Source Software • Proprietary Software = Software owned by an individual or company. The licensee is given the right to run the software. • FOSS = Software that gives users freedom. Freedom to… Proprietary Software FOSSRunCopyDistributeStudyChangeImprove
  • 11. Free and Open Source Software• FOSS does NOT necessarily mean free in terms of cost, BUT it is usually free in terms of cost• Fees are usually charged for distribution on CDs/DVDs, USB drives, etc. or for services of installing or maintaining free software
  • 12. Popular FOSS SoftwareType Proprietary Software FOSS AlternativeOperating System Microsoft Windows, Mac OS Linux (CentOS, Ubuntu, Linux Mint, etc.)Virtualization Software VMWare Workstation Oracle VirtualBoxOffice Suite Microsoft Office OpenOfficeWeb Browser Internet Explorer Mozilla FirefoxGraphics Application Adobe Photoshop, Corel Paint GIMP Shop ProEmail Client Microsoft Outlook Mozilla ThunderbirdDesktop Publishing QuarkXPress, Adobe InDesign, Scribus Microsoft PublisherFile Archiving WinZip, WinRAR 7-ZipVideo Editing Adobe Premier VirtualDubScreen-Capturing Camtasia CamStudioWeb Programming Adobe Dreamweaver Aptana Studio And much more… as we shall see! Visit sourceforge.net for more FOSS.
  • 13. Demo• Ubuntu Linux• Mozilla Firefox• OpenOffice.org Writer• OpenOffice.org Impress http://www.youtube.com/watch?v=DEHbwCMiOfo
  • 14. Emerging Trends in Education
  • 15. Emerging Trends in EducationCollaborative Learning Virtual Classrooms Distance Education
  • 16. Emerging Trends in EducationMobile Learning Game-Based Learning
  • 17. Emerging Trends – Collaborative Learning• A situation in which two or more people learn or attempt to learn something together• Unlike individual learning, people engaged in collaborative learning capitalize on one another’s resources and skills• These include both face-to-face conversations and computer-aided discussions (social networking sites, online forums and chat rooms, web conferencing tools, etc.)
  • 18. www.facebook.com
  • 19. www.skype.com
  • 20. www.mediawiki.orgwww.wikispaces.com
  • 21. Emerging Trends – Distance Education (a.k.a. Distance Learning)• Focuses on teaching methods and technology with the aim of delivering teaching to students who are not physically present in a traditional educational setting such as a classroom• Source of information and learners are separated by time or space (or both)
  • 22. www.moodle.org
  • 23. www.khanacademy.org
  • 24. www.ocw.mit.edu Over 2,100 courses available online.Some of them containingcomplete video lectures.
  • 25. Emerging Trends – Virtual Classrooms• An online classroom in which the teacher and student are separated by time or space, or both• The teacher provides course content through course management applications (e.g. Moodle), multimedia resources, the Internet, and/or Web conferencing
  • 26. Emerging Trends – Virtual Classrooms• Students receive the content and communicate with the teacher via the same technologies• Can be synchronous (real-time) or asynchronous (non-real-time)
  • 27. www.bigbluebutton.org
  • 28. www.secondlife.com
  • 29. Emerging Trends – Mobile Learning• Any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of mobile technologies (e.g. handheld computers, MP3 players, notebooks and mobile phones)
  • 30. http://exelearning.org/wikihttp://audacity.sourceforge.net
  • 31. Emerging Trends – Game-Based Learning• A game, which is designed for a primary purpose other than pure entertainment, that deals with applications that have defined learning outcomes
  • 32. www.thesims.comThe Sims 2: Open for Business
  • 33. DNA - The Double Helix (www.nobelprize.org/educational)
  • 34. eLearning from the IT Perspective
  • 35. eLearning from the IT Perspective• Responsibilities: – Design/Develop educational software including Web and mobile applications – Create/Maintain appropriate infrastructure (hardware and networks) for eLearning – Train users on the use of eLearning software and hardware and provide support – Interact with academics and administrators to find out requirements and suggest solutions
  • 36. Thanks!