Choosing &
Using Technologies in Education & Training
Technologies for Teaching and Learning
Interactive Computer-Based Learning
The computer is increasingly being used as
a means of enabling interaction as well as accessing
information resources for learning. The most common forms
are:
E-mail and Computer Mediated Communications
Electronic mail, or e-mail, is increasingly
used for communication between education professionals. It is
also developing usage as a means for distributing program
material, returning assignments, and for teacher-learner and
learner-learner communication. E-mail lists, or discussion
groups, can be used when the communication is to go to a
group rather than between individuals. E-mail can be
supported within or between defined organisations on a wide
area network, or with broader access on the Internet, using
commercial Internet service providers.
It is useful in encouraging learners to
interact with each other as well as with teachers, since it
tends to develop an informal, conversational style of
interaction. And it is particularly powerful where
participants work or learn at different times of the day but
still want a rapid response to their communications. It can
thus be used for learner support as well as for formal
program components.
Some e-mail programs support attachments:
that is, you can send a file from a word processing or other
application with your e-mail message. The file is stored on
the recipient's hard drive, and can be worked on and revised
in the usual way. This function is valuable for the purposes
described above. It can also be used with advantage for
administrative purposes, such as the development of learning
materials by a team.
Unfortunately, however, not all e-mail
programs support attachments, and not all of those that do
are compatible, so there are still limitations on the
useability of e-mail if users are on different systems.
The use of e-mail requires a computer,
modem and telephone line, and therefore presents cost
problems to some students studying away from a campus, though
for some, workplace facilities can be used. In addition, a
subscription to a service provider is needed, and for those
outside metropolitan areas, STD telephone charges can be
high.
Interactive Multimedia
Interactive multimedia is a term used to
cover the convergence brought about by the ability to
digitise existing technologies of sound, film, video,
computer graphics and photography. It also incorporates
applications such as simulation and modelling - e.g. in
'MOOs'. It provides powerful potential for users to interact
with various forms of information by means of a computer.
Learning materials which utilise this interactive multimedia
capability are currently mostly based on CD-ROMs for use in
stand-alone computer systems. However, developments in
broadband access to the Internet and interactive servers are
showing the prospects of networked interactive multimedia.
Interactive multimedia offer the
opportunity for individuals to choose learning paths, and
learning styles, to suit themselves, and to manipulate large
quantities of information. Because of its fast operational
speed, it is easy to refer back and forth within the
material. It is particularly valuable in its ability to
simulate processes and situations that would normally be
inaccessible to learners, whether because of geographical
limitations, because of safety factors in industrial
processes, or because of security requirements. It is well
suited to the needs of sophisticated, independent learners.
The chief barriers to the use of this
technology are the cost to individuals of equipment, and to
organisations of buying or developing content material.
Production costs are typically around $300,000 for a
commercial quality, educational CD-Rom, so a large market may
be required to reduce unit costs and extend shelf life.
Little content material suited to the vocational education
and training sector is at present commercially available.
MOOs (Multi-User Dimensions, Object
Oriented) have their origin in role-playing games but are now
finding a use in education. MOOs allow learners to assume a
role and visit virtual locations where they can interact with
other virtual visitors or objects found. Unlike e-mail and
chat facilities, MOOs tend to simulate more life-like
functions such as speaking with others, calling them,
whispering or phoning, and being able to pick up objects and
to examine or to carry them. MOOs also have a spatial
organisation, with "rooms" where the interaction
takes place.
MOOs can be a very powerful tool as they
incorporate a programming language, allowing programming of
the MOO environment. Additional components include a server,
managing the user connections and processing user commands;
and a database, containing the definitions of the objects
available. The combination of MOOs and Virtual Reality
Modelling permits creation of virtual worlds where the
learners not only interact with objects but also can actually
see the objects and other users that they interact with.
Computer Managed Learning
Computer managed learning (CML) offers
teachers the ability to record and track the activities and
progress of individual students, and to relate them to
curriculum and certification. This is a powerful support to
training on demand and life-long learning, since it is much
easier to maintain, update and transfer student records even
when learners drop in and out of training, change programs,
undertake individual competencies rather than whole programs,
and generally tailor learning opportunities to their own
needs.
CML programs enable students to work
through learning material at their own pace, in a variety of
venues. Facilities may also be provided for learners to
manage their own assessment by means such as draw-down
assignments (with suitable security provisions). Such
programs vary from simple testbanks of text material to
sophisticated 3-D simulations and experiments.
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