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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 />

297

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