
External
Education for a Digital World - Advice, Guidelines and Effective Practice from Around Globe
Education for a Digital World contains a comprehensive collection of proven strategies and tools for effective online teaching, based on the principles of learning as a social process. It offers practical, contemporary guidance to support e-learning decision-making, instructional choices, as well as program and course planning, and development.
- Author
- Sandy Hirtz
- Publisher
- Insurance Corporation of British Columbia
- Source
- LibreTexts
- License
- CC BY-SA
- Language
- EN
- Category
- Basic Sciences
Contents· 257 sections
- 01: Emerging Technologies in E-learning
- 1.1: Introduction
- 1.2: Defining Todays Emerging Technologies
- 1.3: Technology in Education - Looking at Fiction to Find Real Possibilities
- 1.4: Imagining Technology in Education Tomorrow
- 1.5 Challenges
- 1.6 Summary
- 02: Virtual Design Studios- Solving Learning Problems in Developing Countries
- 2.1: Introduction
- 2.2: The Scenario in Developing Countries
- 2.3: Problems and The Way Forward
- 03: Challenges Confronted and Lessons (Un)Learned- Linking Students from the University of Ghana and Kwantlen University College
- 3.1: Abstract
- 3.2: Introduction
- 3.3: Connexions
- 3.4: Open Source Software and Operating Systems in Africa
- 3.5: The Near Miss
- 3.6: Course Format
- 3.7: Group Projects
- 3.8: Course Evaluation
- 3.9: Conclusion
- 04: Addressing Diversity in Design of Online Courses
- 4.1: Introduction
- 4.2: Diversity
- 4.3: Defining Diversity
- 4.4: Lessons from The Literature
- 4.5: Other Paradigms of Diversity
- 4.6: Learning Environment Design
- 4.7: Conclusion
- 05: Mobile Learning in Developing Countries- Present Realities and Future Possibilities
- 5.1: Introduction
- 5.2: Ultra-mobility - A New Way to Learning
- 5.3: Revolutionizing Learning in Developing Countries
- 5.4: Mobile Learning - A Tentative Step Towards Utopia
- 5.5: Three Projects
- 5.6: The Challenges Ahead
- 5.7: Summary
- 06: The Impact of Technology on Education
- 6.1: Introduction
- 6.2: The History of Instructional Technology in Education
- 6.3: Benefits of Using Emerging Technologies in E-learning
- 6.4: Design Principles for Developing Learning Materials for Emerging Technologies
- 6.5: Planning for Implementing Emerging Technologies in E-learning
- 6.6: Providing Support in E-learning Using Emerging Technologies
- 6.7: Emerging Trends in The Use of Emerging Technologies in E-learning
- 6.8: Summary
- 07: Untitled Chapter 7
- 7.1: Introduction
- 7.2: Learning Management - The Two Cultures
- 7.3: Features of Corporate Learning Management Systems
- 7.4: Course Development
- 7.5: Software Simulation Tools
- 7.6: Virtual Classrooms Web Conferencing
- 7.7: Needs Assessment
- 7.8: Implementation Issues
- 7.9: Summary
- 08: Untitled Chapter 8
- 8.1: Introduction
- 8.2: What is Open Source or Free Software
- 8.3: Why Should Educators Care
- 8.4: Understanding GNUs General Public LicenceA Legal Bastion
- 8.5: Enforcing the General Public Licence
- 8.6: Challenges for Widespread Adoption
- 8.7: Common Misperceptions of The Great Wizard
- 8.8: Meeting The Wizard and His Machines - Investigating Freely Sourced Alternatives
- 8.9: Conclusion
- 09: Untitled Chapter 9
- 9.1: Introduction
- 9.2: Quality in E-learning
- 9.3: Design to Enable Human Capabilities
- 9.4: Quality Assurance by Design
- 9.5: Summary
- 10: General Principles of Instructional Design
- 10.1: Introduction
- 10.2: Identify The Instructional Goal(s)
- 10.3: Conduct A Goal Analysis
- 10.4: Conduct A Subordinate Skills Analysis
- 10.5: Identify Entry Skills and Characteristics
- 10.6: Write Learning Outcomes
- 10.7: Summary
- 11: Accessibility and Universal Design
- 11.1: Introduction
- 11.2: Framework
- 11.3: Universal Design
- 11.4: About Web Accessibility
- 11.5: Students with Disabilities
- 11.6: Designing and Structuring Online Content
- 11.7: Multimedia
- 11.8: Testing Your Site
- 11.9: Summary
- 12: Articulation and Transfer of Online Courses
- 12.1: Introduction
- 12.2: The Principles of Articulation
- 12.3: Requesting Articulation - Best Practices
- 12.4: Assessing An Articulation Request - Best Practices
- 12.5: Assessing Student Success
- 12.6: Summary
- 13: Planning Your Online Course
- 13.1: Introduction
- 13.2: Can You Make Patterns From Clouds
- 13.3: What Are The Roles of The Design Team
- 13.4: Whos The Audience
- 13.5: How Do We Move From Concepts To Mapping
- 13.6: Why Should We Consider E-Learning Styles
- 13.7: How Does E-Teaching Style Affect Design
- 13.8: How Important Is The Packaging
- 13.9: Summary
- 14: Assessment and Evaluation
- 14.1: Introduction
- 14.2: Security Issues for Online Testing
- 14.3: WebCT Types of Quiz Questions
- 14.4: Third-Party Tools
- 14.5: Authentic Student Assessment Strategies for The Online Environment
- 14.6: Summary
- 15: Understanding Copyright - Knowing Your Rights and Knowing When Youre Right
- 15.1: Introduction
- 15.2: A Brief History of Copyright
- 15.3: Anatomy of Copyright
- 15.4: What Copyright Does Not Protect
- 15.5: Exploitation of A Work
- 15.6: Copyright in Higher Education
- 15.7: Best Practices
- 16: Open Licences of Copyright for Authors Educators and Librarians
- 16.1: Introduction
- 16.2: Software Open Licences
- 16.3: Open Licences for Non-Software Material
- 16.4: Access to Knowledge and Information Sharing
- 16.5: Concluding Comments
- 17: E-learning Standards
- 17.1: Introduction
- 17.2: Instructional Design and Delivery Considerations
- 17.3: Quality First
- 17.4: Why Standards for E-Learning
- 17.5: Common Standards for E-Learning
- 17.6: Standards Regulatory Bodies
- 17.7: Summary
- 18: Leadership and E-learning - Change Processes for Implementing Educational Technologies
- 18.1: Introduction
- 18.2: Why Technology
- 18.3: What is Leadership
- 18.4: Leadership and Change
- 18.5: Leadership Technology and Pedagogy
- 18.6: Transformational Leadership
- 18.7: Case Study - Developing E-Learning Programs in K12
- 18.8: Summary
- 19: Building Communities of Practice
- 19.1: Introduction - The Turkey Boat Problem
- 19.2: Building Blocks
- 19.3: Conceptual Investigations
- 19.4: Technical Investigations
- 19.5: Splicing the Information Cable
- 19.6: The Architect
- 19.7: Summary
- 20: Instructional Strategies
- 20.1: Introduction
- 20.2: Description
- 20.3: Learning Domain Strategies
- 20.4: Sequencing Learning Outcomes
- 20.5: Motivating Students
- 20.6: Instructional Events
- 20.7: Develop and Select Instructional Materials
- 20.8: Summary
- 21: Media Selection
- 21.1: Introduction
- 21.2: Media Categories
- 21.3: Media and Motivation
- 21.4: Audio
- 21.5: Visuals
- 21.6: Video
- 21.7: Animations
- 21.8: Real Objects
- 21.9: Summary
- 22: Computer-Based Resources for Learning
- 22.1 Introduction
- 22.2: Online Labs
- 22.3: Computer-Based Resources
- 22.4: Tutorials
- 22.5: Simulations
- 22.6: Educational Games
- 22.7: Intelligent Tutoring Systems
- 22.8: Virtual Reality
- 22.9: Summary
- 23: Computer-Based Games for Learning
- 23.1: Introduction
- 23.2: Square One - What are We Talking About
- 23.3: Why Use Computer-Based Games for Learning
- 23.4: Game-Based Learning Examples
- 23.5: What Makes A Learning Game Effective
- 23.6: Getting Started
- 23.7: Creating Your Own Game
- 23.8: Summary
- 24: Evaluating and Improving Your Online Teaching Effectiveness
- 24.1: Introduction
- 24.2: Collect Feedback Before the Course Begins
- 24.3: Identifying Student Expectations and Abilities
- 24.4: Getting Different Reactions Throughout the Course
- 24.5: Responding to Formative Feedback With Immediate Minor Changes
- 24.6: Capturing Final Comments and Attitudes
- 24.7: Making Changes for the Future
- 24.8: Summary
- 25: Tools for Online Engagement and Communication
- 25.1: Introduction
- 25.2: Blogs Identity and Engagement
- 25.3: Wiki Technology for Online Education
- 25.4: Digital Storytelling
- 25.5: Summary
- 26: Techno Expression
- 26.1: Introduction
- 26.2: The Human Element in Technology Environments - An Overview of Techno Expression
- 26.3: Time - When Techno Expression Happens
- 26.4: A Sense of Place - The Techno Expression Environment
- 26.5: Tools - How Students Engage in Techno Expression
- 26.6: Why We Use Techno Expression for Learning
- 26.7: Summary
- 27: Social Media for Adult Online Learners and Educators
- 27.1: Introduction
- 27.2: Going or Gone Mainstream
- 27.3: Why Social Media for Adult Learners
- 27.4: Adult Language Learners
- 27.5: Online Pedagogy - Best Practice and Theories
- 27.6: Social Network Blogs with the Working Adult Learner
- 27.7: Summary
- 28: Online Collaboration - An Overview
- 28.1: Introduction
- 28.2: Point of Departure
- 28.3: Definitions and Distinctions
- 28.4: Benefits of Collaboration
- 28.5: Issues and Solutions
- 28.6: A Broader View - Educational Collaboration in Context
- 28.7: Stories Strategies Tools and Tactics to Come
- 28.8: Learners Stories of Online Collaboration
- 28.9: Summary
- 29: Identity in Online Education
- 29.1: Introduction
- 29.2: Online Learners Identities
- 29.3: Secondary School Participation in Online Learning Environments
- 29.4: Introducing E-Portfolios
- 29.5: Summary
- 30: Supporting E-learning through Communities of Practice
- 30.1: Introduction
- 30.2: What is a Community of Practice
- 30.3: Why are CoPs Important for Learning
- 30.4: Factors Related to CoP Success
- 30.5: Virtual (Online) Communities of Practice
- 30.6: CoPs in Practice
- 30.7: Recommendations
- 30.8: Summary
- 31: Looking Forward - Stories of Practice
- 31.1: Introduction
- 31.2: The Studio Story
- 31.3: Verbalizing the Continuum
- 31.4: Stories from the Continuum
- 31.5: A Story of Online Instruction
- 31.6: A Story of Facilitated Instruction
- 31.7: A Story of Blended Instruction
- 31.8: A Story of Studio-Based Instruction
- 31.9: Summary