I chose to do my presentation on Virtual Learning Environments because I find them very interesting and also think as technology professionals we will see VLE’s in the future.
Virtual Learning Environments Presented by: Jennifer Styron
Introduction
Goal of higher education:
Foster learning
Provide students with the tools needed to be successful
Institutions throughout the United States are utilizing technology for both in the classroom as well as outside the classroom learning experiences. Virtual Learning Environments are one of these tools.
Introduction
Essential learning component is the student learning environment.
The Art and Science of Teaching with Technology, TeAch-nology, defines a learning environment as, “ the place and setting where learning occurs; it is not limited to a physical classroom and includes the characteristics of the setting” (2008).
The Emergence of VLE’s
Students are increasingly using social networking sites.
Virtual Learning Environments have the ability to provide students with interactive learning environments that were only possible previously in traditional face-to-face classes.
What is a virtual learning environment?
“ A virtual learning environment (VLE) is a system that creates an environment designed to facilitate teachers in the management of educational courses for their students, especially a system using computer hardware and software, which involves distance learning.” (Wikipedia, 2008, para. 1).
Tips to identify a VLE:
1. The information space has been designed.
2. Educational interactions occur in the environment, turning spaces into places.
3. The information/social space is explicitly represented. The representation varies from text to 3D immersive worlds.
4. Students are not only active, but also actors. They co-construct the virtual space.
5. Virtual learning environments are not restricted to distance education. They also enrich classroom activities.
7. Most virtual environments overlap with physical environments.
To help identify virtual learning environments, Dillenbourg (2000) provides seven specifics of virtual learning environments:
A quick look at the history of VLE’s
The conceptual history of virtual learning environments can be traced back as early as the 1940’s.
Some of the earliest pioneers to the concepts of virtual learning environments include Murray Turoff and Bernard Luskin during the 1970’s.
A quick look at the history of VLE’s
VLE’s are computer-mediated dynamic world models that create a sense of place (Clark & Maher, 2001, p.8).
For a thorough timeline of the history of virtual learning environments feel free to access Wikipedia at: http://en.wikipedia.org/wiki/History_of_virtual_learning_environments
The Role of VLE’s in Education
The United States has continued to strive to provide education to all its citizens. This includes minorities, students with learning disabilities, foreign students, and both traditional and nontraditional populations. Virtual learning environments provide an additional avenue for those students seeking an education in remote locations or with lifestyles and/or disabilities that prohibit traditional forms of education.
The Role of VLE’s in Education (cont.’d)
Economize on the time of teaching staff, especially when they are also involved in research and administration. The extent of the economy over traditional "talk-and-chalk" teaching is not yet clear, but for instructors without web development expertise, using a VLE absorbs less time and produces a more professional result.
Provide a service for students who increasingly look to the internet as the natural medium for finding information and resources.
Ensure that quality control requirements are met by providing a standard vehicle for collecting the required information
Facilitate the integration of distance and campus-based learning. or of learning on different campuses.
Wikipedia (2008, para. 4) identifies some of the major reasons universities have started to implement VLE’s:
Examples of VLE’s
Second Life ( http: //secondlife .com/ )
Second Life ® is a 3-D virtual world created by its Residents. Since opening to the public in
2003, it has grown explosively and today is inhabited by millions of Residents from around the
globe. This virtual world has many uses including but not limited to educational learning
experiences.
Moodle ( http://moodle.org/ )
Moodle is a course management system and is a free, Open Source software package designed
using sound pedagogical principles, to help educators create effective online learning
communities. You can download and use it on any computer you have handy (including
webhosts), yet it can scale from a single-teacher site to a University with 200,000 students.
Sloodle ( http://www.sloodle.org/ )
Sloodle is an Open Source project which aims to develop and share useful, usable, desireable
tools for supporting education in virtual worlds, making teaching easier. Through engagement
with an active community of developers and users, the Sloodle project hopes to develop sound
pedagogies for teaching across web-based and 3D virtual learning environments. Sloodle
integrates the Second Life ® multi-user virtual environment and the Moodle learning
management system.
Examples of VLE’s
Edusim ( http://edusim3d.com/alpha )
Edusim is a free opensource 3D multi-user virtual world specifically for your classroom interactive
whiteboard (Smartboard, Activeboard, Mimio, eBeam, or WiiBoard). Edusim is extendable allowing
multiple classrooms to connect their interactive whiteboards for collaborative learning sessions.
Claroline ( http://www.claroline.net/ )
Claroline is an Open Source eLearning and eWorking platform allowing teachers to build effective
online courses and to manage learning and collaborative activities on the web. Translated into 35
languages, Claroline has a large worldwide users’ and developers’ community.
Atutor ( http://www.atutor.ca/ )
ATutor is an Open Source Web-based Learning Content Management System (LCMS) designed
with accessibility and adaptability in mind. Educators can quickly assemble, package, and
redistribute Web-based instructional content, easily import prepackaged content, and conduct their
courses online. Students learn in an adaptive learning environment.
Theories/ Facts that support VLE’s
Greg Kearsley & Ben Shneiderman’s (1999) Engagement Theory:
Basically this theory states that to maximize student learning
and outcomes, students must be engaged with the content.
There are three components in this theory are relate, create,
and donate and include:
1. collaborative teams
2. project-based learning
3. authentic learning
Theories/ Facts that support VLE’s
Students retain more when they learn by experience so incorporating technologies that create collaboration, interactivity, modeling, simulations, virtual reality interfaces, and gaming will help students experience the skill being taught (“Where is e-Learning headed”, 2001).
Benesova, Boland, & Galloway (2002) state that, “more flexible, comprehensive and dynamic communication is now possible through the available technologies of videoconferencing, live broadcasting, and faster connection speeds.”
Astin's (1984) theory of involvement posits that students learn more the more they are involved in both the academic and social aspects of the collegiate experience (Huntley & McCluskey, 2008).
Educational Advantages
Increase interaction between learner, content, and classmates
Eliminates barriers to providing a learning environment
Open Source Software to build such environments makes VLE’s affordable
Creates motivating, self-learning experiences for students
Educational Challenges
Costs
Training
Tech Support
Security and Confidentiality
Final Thought to Close On…
“ Culture creates the tool, but the tool changes the culture. Participants in the culture appropriate these tools from their culture to meet their goals, and thereby transform their participation in the culture”
(Duffy & Cunningham, 1996, p. 180).
References
Becta ICT Research (2007). Virtual learning environments in education: a review of
Benesova, A., Boland, S., & Galloway, W. (2002). Virtual learning environments. Retreived July 21, 2008 from http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/3.html
Clark, S., & Maher, M., L. (2001). The role of place in designing a learner centred virtual learning environment. Presentation from Computer Aided Architectural Design (CAAD) Futures 2001. Retrieved July 21, 2008 from http://web.arch.usyd.edu.au/~mary/Pubs/2001pdf/CF2001.pdf
References
Dillenbourg, Pierre (2000). Learning in the new millennium: Building new education strategies for schools. Workshop on Virtual Learning Environments presented at the Eclipsys User Network (EUN) conference. Retrieved July 21, 2008, from http://tecfa.unige.ch/tecfa/publicat/dil-papers-2/Dil.7.5.18.pdf
Duffy, T. M., & Cunningham, D. J. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Educational communications and technology (pp. 170-199). New York: Simon & Schuster Macmillan.
Hutley, K. & McCluskey-Titus, P. (2008). Alexander Astin’s Theory of Involvement: A Summary. Retrieved July 21, 2008 from Illinois State University Web site: http://www.sotl.ilstu.edu/conf/astin.shtml
References
Kearsley, G. & Shneiderman, B. (1999). Engagement Theory: A framework for technology-based teaching and learning. Retrieved July 21, 2008, from http://home.sprynet.com/%7Egkearsley/engage.htm
The Art and Science of Teaching with Technology. (2008). Definition of Learning Environment. Retrieved July 21, 2008, from www.teach-nology.com/glossary/terms/1/
Virtual Learning Environments. (2008, July 21). In Wikipedia, the free encyclopedia. Retrieved July 21, 2008, from http://en.wikipedia.org/wiki/History_of_virtual_learning_environments
Where is e-learning headed? " As e-learning technology and practices mature, expect more interactivity, greater topic coverage, and a wider range of uses." Advisor Zone, 2001. Retrieved February 12, 2007 from http://www.advisor.com/Articles.nsf/aid/SMITT318
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