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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

automatically ‘pushed’ to them. This content is usually<br />

collected by RSS-aware applications called aggregators<br />

or newsreaders. Some Web browsers now have these<br />

newsreaders built in.<br />

Simulations. Simulations in e-learning are attempts<br />

to create a level of reality in a computer environment so<br />

that learners can practise skills, solve problems, operate<br />

expensive machinery, or conduct interactions in a safe<br />

situation.<br />

Smart mobs. A smart mob is an electronically interconnected<br />

group that behaves intelligently or efficiently<br />

because of its exponentially increasing network links.<br />

This network enables people to connect to in<strong>for</strong>mation<br />

<strong>and</strong> other people, allowing a <strong>for</strong>m of social coordination<br />

(Wikipedia, 2006b, para. 3).<br />

SMS. Short messaging service (SMS) is a technical<br />

st<strong>and</strong>ard that provides the capability <strong>for</strong> text messaging<br />

via cell phones.<br />

Swarmcasting. “Swarmcasting enables web content,<br />

especially rich media (video) files, to be sent across the<br />

Internet more efficiently than traditional routes. The<br />

content or original file is broken into much smaller<br />

packets, which are then distributed to any computers<br />

that have requested them” (Stead, Sharpe, Anderson,<br />

Cych & Philpott, 2006, p. 38).<br />

Synchronous. Literally, synchronous means “at the<br />

same time.” In a learning context this refers to events<br />

that occur with all participants present, such as classrooms,<br />

chat sessions, <strong>and</strong> web conferencing. It is the<br />

opposite of asynchronous.<br />

Social computing. Social networking software is “a<br />

category of Internet applications to help connect friends,<br />

business partners, or other individuals together”<br />

(Wikipedia, 2006c, para. 4).<br />

Virtual classrooms. The use of web conferencing or<br />

online meeting applications to conduct classes over the<br />

Internet.<br />

Vlog. A blog based on video content.<br />

Vodcast. Video podcasts broadcast video over the<br />

Internet.<br />

VoIP. Voice over Internet protocol (IP) is a technology<br />

that breaks voice communications into packets that<br />

can be sent over IP networks such as local area networks<br />

(LANs) or the Internet. This has advantages in<br />

terms of cost savings <strong>and</strong> increased functionality <strong>and</strong><br />

manageability.<br />

Web 2.0. “Web 2.0 refers to an emerging networkcentric<br />

plat<strong>for</strong>m to support distributed, collaborative<br />

<strong>and</strong> cumulative creation by its users” (Hagel, 2005, para.<br />

6). It is about using the <strong>World</strong> Wide Web to create, as<br />

well as access content through social computing tools.<br />

Webcam. A webcam is a live video camera that is either<br />

integrated into the hardware of a computer, is a<br />

separate piece of hardware that attaches to a computer,<br />

or st<strong>and</strong>s to the side of a computer. Webcams are used<br />

<strong>for</strong> synchronous online meetings <strong>and</strong> videoconferencing.<br />

Other uses involve displaying real-time weather <strong>and</strong><br />

traffic.<br />

Web conferencing. Software applications that enable<br />

meetings over the Internet. They add presentation, visual,<br />

audio, <strong>and</strong> group interaction tools to chat functions.<br />

Wiki. Collaborative Web pages that can be viewed<br />

<strong>and</strong> modified by anyone with a Web browser <strong>and</strong> Internet<br />

access.<br />

References<br />

Ally, M. (2004). Foundations of educational theory <strong>for</strong><br />

online learning. In T. Anderson & F. Elloumi (Eds.),<br />

Theory <strong>and</strong> practice of online learning (pp. 3–31). Alberta,<br />

Canada: Athabasca University.<br />

Anderson, C. (2004, October). The long tail. Wired<br />

Magazine (12.10) Retrieved October 14, 2006 <strong>from</strong><br />

http://www.wired.com/wired/archive/12.10/tail.html<br />

Ask.com. (2006). Ask search technology. Retrieved October<br />

13, 2006, <strong>from</strong> http://about.ask.com/en/docs/about<br />

/ask_technology.shtml<br />

Banaszewski, T. (2002). <strong>Digital</strong> Storytelling Finds Its<br />

Place in the Classroom. Retrieved October 17, 2006,<br />

<strong>from</strong> http://www.infotoday.com/MMSchools/jan02<br />

/banaszewski.htm<br />

Brown, G., Myers, C. B. & Roy, S. (2003). Formal course<br />

design <strong>and</strong> the student learning experience. Journal of<br />

Asynchronous Learning Networks, 7(3), 66–76.<br />

Charron, C., Favier, J. & Li, C. (2006, February 13). Social<br />

computing: How networks erode institutional power,<br />

<strong>and</strong> what to do about it. Forrester Research. Retrieved<br />

October 14, 2006, <strong>from</strong> http://www.<strong>for</strong>rester.com<br />

/Research/Document/Excerpt/0,7211,38772,00.html<br />

Clark, R. C. & Mayer, R. E. (2003). E-learning <strong>and</strong> the<br />

science of instruction. San Francisco: Pfeiffer.<br />

Collison, G., Elbaum, B., Haavind, S. & Tinker, R.<br />

(2000). Facilitating online learning: <strong>Effective</strong> strategies<br />

<strong>for</strong> moderators. Madison, WI: Atwood Publishing.<br />

Conrad, D. (2004). University instructors’ reflections on<br />

their first online teaching experiences. Journal of<br />

Asynchronous Learning Networks, 8(2), 31–44.<br />

Cross, J. (2001). eLearning <strong>for</strong>um update: Peer-to-peer.<br />

Retrieved October 18, 2006, <strong>from</strong> http://www.learning<br />

circuits.org/2001/jul2001/Cross.htm<br />

20 <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!