Claremont Graduate University has just added a recent talk by cognitive psychologist Dr. Rich Mayer of UC Santa Barbara on how multimedia software can be best used to promote learning.  This talk reviews a research program that has produced ten evidence-based principles for how to use both words and pictures to promote learning. Dr. Mayer focuses on the determination of both how people learn (i.e., the science of learning) and how to help people learn (i.e., the science of instruction).

The video is available for free on the Claremont site, and may be interesting to anyone working on the determination of the science of learning or the science of instruction:
http://ccdl.libraries.claremont.edu/cdm4/item_viewer.php?CISOROOT=/lap&CISOPTR=79&CISOBOX=1&REC=1

Claremont have archived several years’ worth of research talks, which are free and open to the public, and encourage anyone interested to browse, use them for classes, or share with advisees. Here’s a link to the full library:
http://www.cgu.edu/pages/4435.asp

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Instructional Design for e-learning

Instructional design is the process of designing learning experiences so as to maximize learning effectiveness. This document describes some of the major issues involved in designing beneficial instruction. It is primarily aimed at those creating online/distance learning experiences for mature learners, however the principles described may be applied to all kinds of learning. It also serves as a portal to the best Web and print resources available for those seeking further information. Continue reading »

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The author was recently engaged by a leading English academic institution to undertake the Web design and development on a major e-learning project. This paper describes the transferable production model created to facilitate project completion.

The Brief

The aim of the project was to create a distance-learning course presenting in-depth and up-to-date academic materials in the form of an engaging, interactive learning experience. Continue reading »

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This paper considers some of the major issues in the field of learning technology. It seeks to identify areas in which technology has greatest potential to contribute to the learning process, and also those areas in which the application of technology is inappropriate or detrimental.

Issues described include the support of different kinds of learner, learning environments, reusability and accessibility. Questions raised include the changing role of learning in the information age, the extent to which learning materials may be re-used and how misunderstandings between the various contributors to learning technology projects may be overcome.

The paper concludes with a description of a hypothetical example of an effective application of learning technology. Continue reading »

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Educational Technology has the potential to offer learning opportunities to a wider audience than ever before, and as such has the power to promote a fairer and more equal society. The issue of accessibility is concerned with ensuring that the opportunities offered by the technology truly are available to as large and diverse a group as possible. In particular it is concerned with ensuring that learners with disabilities, including those who may be accessing materials through assistive technologies such as screen readers, are not unduly disadvantaged.

Accessibility concerns are not solely altruistic. The number of people worldwide with some form of disability represents a massive potential audience that few educational providers (or indeed commercial operations) can afford to exclude. Additionally much educational provision is, or will soon, be subject to accessibility legislation. Continue reading »

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The idea behind Learning Objects originates from Object Oriented Programming in computing. In Object Oriented Programming objects are created to represent real world entities such as products and customers. These objects encapsulate information about the object and the operations that may be performed with it.

The key benefit is that objects can be re-used in different applications. Rather than every programmer developing their own customer objects, a few programmers develop very good ones and these are plugged into future applications involving customers. Continue reading »

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The only way learners can really know whether they have understood the concepts they have studied is by trying to apply those concepts, ie through some form of self assessment. Instructors too need to gauge learner understanding of course content in order to tailor review and revision activities and ultimately to award certification.

Computers are very efficient at administering a wide range of assessment types, eg multiple choice, multiple answer, numerical and short answer questions. Short answer questions require a word or short phrase as an answer and are marked by pattern-matching learner input against required answer(s). Continue reading »

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A major drawback of distance education is the isolation experienced by learners. In traditional education it’s easy to seek the guidance of instructors and fellow students. Students often form informal study groups and merely being present in an academic institution can boost motivation.

e-learning technologies can help overcome the isolation of lone learners by enabling communication with instructors and peers.

Such technologies can be asynchronous, ie essentially bulletin boards where users post messages for others to view and respond to in their own time; or synchronous, ie communications take place in real time. Continue reading »

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Games and simulations are employed on the basis that learners learn best by doing.

“Tell me and I’ll forget. Show me and I’ll remember. Involve me and I’ll understand.” (Confucius)

“People remember 10% of what they read, 20% of what they hear, 30% of what they see, 50% of what they hear and see, 70% of what they say and write, and 90% of what they say and perform at a task.” (Edgar Dale’s “Cone of Experience”) Continue reading »

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Multimedia technology allows concepts to be explained and illustrated in a variety of ways.

Technologies such as Macromedia Flash and streaming video and audio permit material to be viewed again and again, anywhere, any time.

Animations can be used to demonstrate continuous change over time in situations ranging from the building up of graphs to the workings of a machine or the human body.

Video can bring otherwise dry theory to life, eg footage of the collapse of a poorly designed bridge can greatly enhance understanding of the equations describing the failure. Continue reading »

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