06.09.2021 Views

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

1 – Emerging Technologies in E-learning<br />

Festoon, <strong>and</strong> BitTorrent. “P2P merges learning <strong>and</strong><br />

work, shedding light on team processes that used to<br />

disappear when a project’s participants dispersed. For<br />

example, P2P applications can create an audit trail”<br />

(Cross, 2001, para. 13).<br />

Despite the copyright controversy around music file<br />

sharing on Napster, Kazaa, <strong>and</strong> others, P2P is a useful<br />

technology that offers opportunities <strong>for</strong> e-learning. P2P<br />

file sharing can support students working together on<br />

collaborative projects. Having one central location <strong>for</strong><br />

group members to access <strong>and</strong> edit a master copy of a<br />

shared document can help with version control. Another<br />

benefit in collaborative work is the ability to view<br />

<strong>and</strong> mark up a master copy instead of sending documents<br />

as attachments through email. This can help<br />

avoid confusion over who has the master copy <strong>and</strong> the<br />

problem of edits accidentally missed or overwritten. P2P<br />

technologies also enable chatrooms <strong>and</strong> online groups,<br />

where students can talk synchronously about their project.<br />

Using a P2P application such as Groove, students<br />

can create a shared virtual office space <strong>for</strong> group projects<br />

(Hoffman, 2002). P2P technologies can possibility encourage<br />

project-based learning.<br />

Another technology related to both P2P <strong>and</strong> podcasting<br />

is swarmcasting. Because files are transported<br />

across the network in smaller packets, swarmcasting is a<br />

more efficient way to send large files such as video files.<br />

Swarmcasting provides the possibility of Internet broadcasting<br />

much like a television station does (tvover.net,<br />

2005).<br />

Mobile learning<br />

Also called m-learning, this represents an evolution of<br />

e-learning to the almost ubiquitous mobile environment<br />

<strong>for</strong> laptop computers, cell phones, PDAs, iPods, <strong>and</strong><br />

RFID (radio frequency identification) tags. Technologies<br />

like GPS <strong>and</strong> Bluetooth will also enable the adoption<br />

of m-learning.<br />

Learning will be in smaller chunks <strong>and</strong> designed as<br />

just-in-time (per<strong>for</strong>mance support) to accommodate<br />

wireless <strong>for</strong>m factors, the flood of available in<strong>for</strong>mation,<br />

<strong>and</strong> multi-tasking users. It is an opportunity <strong>for</strong> people<br />

to learn anytime, anywhere. An executive heading to a<br />

meeting can brush up on his or her facts, <strong>and</strong> students<br />

can study <strong>for</strong> an upcoming test or access in<strong>for</strong>mation<br />

needed <strong>for</strong> a research project.<br />

Using mobile devices <strong>for</strong> learning is the logical next<br />

step <strong>for</strong> e-learning. It will require some new strategies—<br />

smaller chunks of in<strong>for</strong>mation, shorter modules, efficient<br />

searching <strong>for</strong> learning objects, <strong>and</strong> an orientation<br />

to per<strong>for</strong>mance support rather than in<strong>for</strong>mation dumps<br />

(Wagner, 2006).<br />

Examples of m-learning include:<br />

• SMS (text messaging) as a skills check or <strong>for</strong> collecting<br />

feedback<br />

• audio-based learning (iPods, MP3 players, podcasting)<br />

• Java quizzes to download to colour-screen phones<br />

• specific learning modules on PDAs<br />

• media collection using camera-phones<br />

• online publishing or blogging using SMS, MMS (picture<br />

<strong>and</strong> audio messages), cameras, email, <strong>and</strong> the Web<br />

• field trips using GPS <strong>and</strong> positional tools (Stead et al.,<br />

2006, p. 12)<br />

Mobile learning is already making an impact. In a<br />

recent survey conducted by the eLearning Guild, Pulichino<br />

(2006) reported that 16 percent of the responding<br />

organizations are currently using mobile learning <strong>and</strong> 26<br />

percent expect to do so over the next 12 months. He also<br />

observed that colleges <strong>and</strong> universities are ahead of corporations<br />

in its adoption.<br />

Context-aware environments <strong>and</strong> devices<br />

Environments <strong>and</strong> devices that are tuned into the needs<br />

of those using them <strong>and</strong> automatically adjust to the<br />

situation are considered to be context-aware. Everyday<br />

devices such as phones, personal digital assistants<br />

(PDAs), <strong>and</strong> multimedia units equipped with built-in<br />

software <strong>and</strong> interfaces can be made context-aware. The<br />

strength of this technology is its ability <strong>for</strong> learners to<br />

extend their interaction with an environment. One example<br />

is the integration of student services with a PDA<br />

device. A student points a PDA to a computing device,<br />

<strong>and</strong> the PDA captures the in<strong>for</strong>mation about the service<br />

which is beamed into the PDA. For more in<strong>for</strong>mation<br />

on context-aware environments <strong>and</strong> devices, use a<br />

search engine with the parameters “Cooltown + HP.”<br />

Augmented reality <strong>and</strong> enhanced visualization<br />

Augmented reality (AR) is an evolution of the concept<br />

of virtual reality. It is a hybrid environment, which is a<br />

combination of a physical environment with virtual<br />

elements added by computer input. This computer input<br />

augments the scene with additional in<strong>for</strong>mation.<br />

While virtual reality strives <strong>for</strong> a totally immersive environment,<br />

an augmented reality system maintains a sense<br />

of presence in the physical world. Augmented reality’s<br />

goal is to blur both worlds so the end user doesn’t detect<br />

the differences between the two.<br />

Augmented reality may use some of the following<br />

technologies:<br />

10 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!