Blended learning all


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Blended learning all

  1. 1. Group 31. Diky ramdani2. Munardi3. M. Yusup4. Arsyi
  2. 2.  Technology has led to the drastic changes in almost aspect of life, including education Technology in education ◦ It can improve teaching and learning ◦ Digital technology has intersected computer and instructional elements and traditional learning practices ( face to face learning) ◦ The most important outcome of the integration between technology and education is “e- learning”
  3. 3.  In education, technology is quite familiar because the use of computer technology such as e-learning opens the posssibility of a long learning process with the various types. E-learning has grown and expanded exponentially in the tradional learning (face to face) that has been running about a century.
  4. 4.  Hopper (2003) states blended classes have been proved more effective than full on-line classes, because it is able to create positive collaboration between direct (face to face) and on-line environment. Dziuban, Hartman, and moskal (2004) highlights the positive learning outcomes of integrating traditional learning (face to face) and on-line instruction. Garrison and Kanuta (2004) says that blended learning has the power to promote profound learning. Stacey and Gerbic (2008), the advantages of blended learning have been guaranteed in a prime position in higher education
  5. 5.  2. Blended Learning ; What and Why? ◦ A. Blended e-Learning (BeL) ◦ B. Blended Learning Levels ◦ C. Why Blended Learning ◦ D. Blended Learning Approach ◦ E. Blended Learning Application in Language Learning ◦ F. Blended Learning Prospect ◦ G. Factors that Promote Successful Blended Learning
  6. 6. Blended Learning is an approach to learning andteaching which combines and aligns learningundertaken in face to face sessions with learningopportunities created online (University ofWolverhampton, 2010).Blended Learning is new type of learningactivities challenging our thinking as howlearning might be facilitated, creating newetiquettes of learning and teaching, and shiftingthe focus of control from the teacher to thelearner (Littlejohn and Pegler, 2006,p4).
  7. 7.  A Blended Learning approach combines face- to-face classroom methods with computer - mediated activities to form an integrated instructional approach (Pensylvania State University, 2009). The integrated combination of traditional learning with web-based online approaches (Whitelock and Jelts (2003).
  8. 8.  Activity level; face-to-face activity than followed up by on-line activity Class level; combination of some face-to- face and some on-line courses. Program level; apply face-to-face and on-line class to higher education to get degree. Institutional level; apply face-to-face at the beginning and on-line activity at the end of the class.
  9. 9.  Some reasons; Because the aim of blended learning is to intersect best aspects of face-to-face with on-line learning. Due to the developing critical thinking and the need of students’ satisfaction (Owson 2006). Graham (2006,6) states that Blended learning integrates the best things of both world (face-to-face and on-line).
  10. 10.  Graham, Allen, and Ure (2005) state the common reasons to choose blended learning; Improving education; interactive and effective learning experience. Improving access and flexibility; Cost efficiency
  11. 11.  From the definitions above Blended Learning is an approach that combines, integrates, or mixes traditional, face-to-face activities with computer-mediated activities, or on-line learning activities in order to make the teaching and learning activities more effective, efficient, and flexible.
  12. 12. SELF PACED LEARNING AND PERFORMANCE SUPPORTInstructor led classroomWorkshopMentoring Live e-learning classesOn-the-job trainning E-monitoring Collegial connections Email Workteams O.L bulletin board Role modelling O.L communities
  13. 13. Social ContentSocial Discourse InteractionInteraction Peer BeLCA Lesson Plan Guidance & Face to Face Learning Teacher Interaction
  14. 14. AnalysisEvaluation Design Feedback Try-Out Development Implementation