Scott D. Peterson
EDU-697
 “E-Leaning is the use of electronic technologies
to create leaning experiences” (Horton 2012,
p.21)
STANDALONE COURSES LEARNING GAMES
 Self Paced without
teacher interaction
 Games designed to
explore subject matter
LEARNING
SIMULATIONS
MOBILE LEARNING
 Electronic Simulators
designed to recreate
learning environment.
 Using Mobile Dev...
SOCIAL LEARNING VIRTUAL CLASSROOM
 Learning through
online collaboration
using social media.
 Learning through
online co...
 E-learning can be the best or the worst learning
possible, dependent on the creativity process
that govern the design de...
 The instructional design of E-Learning guides
the instructor on what type of educational
tools, management systems, desi...
DESIGN PERSPECTIVES DESIGN INFLUENCES
 Choices of Technology
 Management Systems
 Budget
 Schedule
 Trying to teach t...
 The Learning objectives must state how the e-
learning may change the learner. This can be
achieved by assessing and hav...
Goal
• What Matters
• Project
Contribution
Learner
• Types of
Learners
• Style of
Teaching
Learning
Objective
• Activities...
 After the instructor has identified the lesson
objectives of the course, they will need to
identify the order that they ...
Bottom Up
• Teach Prerequisite objectives before objectives that require
these prerequisites
• Eliminates Learners confusi...
 Learning Activities and Instructional design,
educational media, and educational computing can
be used to enhance learni...
Absorb
Reading Text
Watching and
Listening
DO
Game Playing
Answer
Questions
Connect
Project
Development
Experimenting
 Learning Objectives and goals, Teaching
sequences, learning activities and applying
learning experiences all interrelate...
 Horton, W. (2012), E-Learning by Design ( 2cd
Ed). San Francisco CA: Pfieffer Press
 Lever-Duffy, J. & McDonald, J. B. ...
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Assignment one

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Assignment one

  1. 1. Scott D. Peterson EDU-697
  2. 2.  “E-Leaning is the use of electronic technologies to create leaning experiences” (Horton 2012, p.21)
  3. 3. STANDALONE COURSES LEARNING GAMES  Self Paced without teacher interaction  Games designed to explore subject matter
  4. 4. LEARNING SIMULATIONS MOBILE LEARNING  Electronic Simulators designed to recreate learning environment.  Using Mobile Devices such as smart phones and tablets
  5. 5. SOCIAL LEARNING VIRTUAL CLASSROOM  Learning through online collaboration using social media.  Learning through online courses that are designed like traditional classrooms.
  6. 6.  E-learning can be the best or the worst learning possible, dependent on the creativity process that govern the design development of the training.  “The National Technology Plan released in 2005 admits that today's students are far ahead of their teachers in computer literacy” (Richardson 2010 p 89). This means that the teachers need to be updated with how they design E- learning modules!
  7. 7.  The instructional design of E-Learning guides the instructor on what type of educational tools, management systems, design media and content that will be required. . Instructional design is a concept of lesson planning that is a collection of instructional techniques that are intended to stimulate the student’s interests and curiosity". (Newby, Stepich and Leahman 2011 p.87)
  8. 8. DESIGN PERSPECTIVES DESIGN INFLUENCES  Choices of Technology  Management Systems  Budget  Schedule  Trying to teach too much  Failure to teach essentials  Omitting Supporting Objectives  Teaching what is already known
  9. 9.  The Learning objectives must state how the e- learning may change the learner. This can be achieved by assessing and having a goal for the class requirements
  10. 10. Goal • What Matters • Project Contribution Learner • Types of Learners • Style of Teaching Learning Objective • Activities • Assessment
  11. 11.  After the instructor has identified the lesson objectives of the course, they will need to identify the order that they will use to accomplish these goals. ( Horton 2012 p. 114)
  12. 12. Bottom Up • Teach Prerequisite objectives before objectives that require these prerequisites • Eliminates Learners confusion about lesson content Top Down • Start learners at the “Top” objectives • Allows for learners to access objectives they lack Sideways • Allow the learners to navigate the course objectices freely • Allows the learners the freedom to satisfy objectives as they see fit
  13. 13.  Learning Activities and Instructional design, educational media, and educational computing can be used to enhance learning in a variety of ways in today’s modern classroom. Instructional design is a concept of lesson planning that is a collection of instructional techniques that are intended to stimulate the student’s interests and curiosity". (Newby, Stepich and Leahman 2011 p.87) It uses motivation, orientation, information and application activities that are designed to assist planning, student teacher relations, implementation of new ideas and feedback in the classroom.
  14. 14. Absorb Reading Text Watching and Listening DO Game Playing Answer Questions Connect Project Development Experimenting
  15. 15.  Learning Objectives and goals, Teaching sequences, learning activities and applying learning experiences all interrelate with each other to give the teacher and the student a through and well laid out plan for the transfer of knowledge. Remember, Plan Well, Teach Well!,
  16. 16.  Horton, W. (2012), E-Learning by Design ( 2cd Ed). San Francisco CA: Pfieffer Press  Lever-Duffy, J. & McDonald, J. B. (2011) Teaching and learning with technology (4th ed.). Boston, MA: Pearson Education, Inc./Allyn & Bacon  Richardson, W. (2010), Blogs, wikis, podcasts, and other powerful web tools for classrooms (3rd ed.). Thousand Oaks: Corwin Press.

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