October 2007 Volume 10 Number 4 - Educational Technology ...
October 2007 Volume 10 Number 4 - Educational Technology ...
October 2007 Volume 10 Number 4 - Educational Technology ...
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• Assistance in designing and working with authentic learning environments or ‘deep learning’ can provide<br />
instructors with insights into the potential of technology and into their pedagogy.<br />
The third set of five cases focus on Resource-Based Online Learning Systems. The editors do not define exactly<br />
what they mean by ‘Resource-Based Online Learning Systems’ so do not be misled by the section title. While these<br />
five cases note many of the same examples of lessons learned and best practices noted in the other cases, there are<br />
several aspects that are noteworthy in these cases. These particular aspects are;<br />
Costing -<br />
• The multimedia instructional product for medical school students mentions the need for experts in<br />
storyboarding and scripting as well as for technically skilled people to transform the content into online<br />
materials. The planning and development process outlined would be extremely useful. This case is the only<br />
one to mention costs - $75,000 per hour of multimedia course.<br />
Planning -<br />
• The Hard Fun case illustrates a hardcore constructivist approach using much jargon in developing a learning<br />
resource. The components that go into this resource and the evaluation rubric outlined are excellent examples<br />
and will be of use to those wanting to explore constructivism.<br />
• The ESPORT case brings out the importance of systematic and consultative evaluation of pilot projects and the<br />
significance of understanding the difficulties of adoption of innovations within organizations.<br />
• The EBS E-learning chapter reinforces the importance of orchestrating many factors in order for e-learning to<br />
be effective.<br />
• The last chapter discusses a multifaceted ideology which describes an e-learning ecosystem encompassing such<br />
elements as the conceptualization of courseware, standardizing interoperable content, and personalizing<br />
learning experiences. The two projects, one on student support and the other on faculty development, illustrate<br />
how useful such a framework is to integrating products into a unified program.<br />
The 23 cases give the reader different stories of how researchers around the globe are facing the challenges of elearning.<br />
While the stories are different many of the challenges faced are similar, i.e. planning ahead is critical,<br />
instructor development crucial, and student support vital.<br />
Conclusion<br />
This book is a valuable resource for practitioners but at the same time a difficult read! Editing a multi-chapter<br />
publication is a daunting venture and the editors should be commended for bringing these cases together. The<br />
editors did try to bring some standardization to the content formats but the variety of writing styles requires close<br />
reading to recognize what some of the authors really mean. Here is where the editors could have done more work<br />
in clarifying meaning, catching typographic errors, questioning vague terminology or unsupported conclusions, and<br />
improving illegible graphics.<br />
Nevertheless, the suggestions by the case authors are valuable for the lessons learned and suggestions for best<br />
practices. Readers interested in what others around the world are doing should find the cases useful for<br />
confirmation as well as for new insights. In addition, the experiences from around the world show that while some<br />
are ahead of others, instructors and students are facing the same challenges in e-learning.<br />
Reference<br />
Mishra, S. (2002). A design framework for online learning environments. British Journal of <strong>Educational</strong><br />
<strong>Technology</strong>, 33 (4), 493-496.<br />
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