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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

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6 – The Impact of Technology on <strong>Education</strong><br />

environments. For example, as learners complete a<br />

project they can use wireless mobile technology to access<br />

just in time in<strong>for</strong>mation <strong>and</strong> the instructor as<br />

needed.<br />

• Simple interfaces prevent cognitive overload. For<br />

example, graphic outlines can be used as interfaces<br />

<strong>and</strong> as navigational tools <strong>for</strong> learners. The interface<br />

should allow the learner to access learning materials<br />

with minimal ef<strong>for</strong>t <strong>and</strong> navigate with ease. This is<br />

critical <strong>for</strong> emerging technologies since some output<br />

devices are small.<br />

• Use active learning strategies that allow learners to<br />

summarize what they learn <strong>and</strong> to develop critical<br />

thinking skills. For example, learners can be asked to<br />

generate a concept map to summarize what they<br />

learned. A concept map or a network diagram can show<br />

the important concepts in a lesson <strong>and</strong> the relationship<br />

between them. Learner-generated concept maps<br />

allow learners to process in<strong>for</strong>mation at a high level.<br />

High-level concept maps <strong>and</strong> networks can represent<br />

in<strong>for</strong>mation spatially, so learners can see the main<br />

ideas <strong>and</strong> their relationships.<br />

• Learning materials should be presented so that in<strong>for</strong>mation<br />

can be transferred <strong>from</strong> the senses to the<br />

sensory store, <strong>and</strong> then to working memory. The<br />

amount of in<strong>for</strong>mation transferred to working memory<br />

depends on the importance assigned to the incoming<br />

in<strong>for</strong>mation <strong>and</strong> whether existing cognitive<br />

structures can make sense of the in<strong>for</strong>mation. Strategies<br />

that check whether learners have the appropriate<br />

existing cognitive structures to process the in<strong>for</strong>mation<br />

should be used in emerging technologies delivery.<br />

Pre-instructional strategies, such as advance<br />

organizers <strong>and</strong> overviews, should be used if relevant<br />

cognitive structures do not exist.<br />

• There should be a variety of learning strategies to<br />

accommodate individual differences. Different learners<br />

will perceive, interact with, <strong>and</strong> respond to the<br />

learning environment in different ways, based on<br />

their learning styles (Kolb, 1984).<br />

According to Kolb, there are four learning style types:<br />

(1) Divergers are learners who have good people skills.<br />

When working in groups, they try to cultivate harmony<br />

to assure that everyone works together smoothly.<br />

(2) Assimilators like to work with details, <strong>and</strong> are reflective<br />

<strong>and</strong> relatively passive during the learning process.<br />

(3) Convergers prefer to experiment with, <strong>and</strong> apply<br />

new knowledge <strong>and</strong> skills, often by trial <strong>and</strong> error.<br />

(4) Accommodators are risk-takers, who want to apply<br />

immediately what they learn to real-life problems or<br />

situations.<br />

Examples of strategies to cater <strong>for</strong> individual learning<br />

preferences include:<br />

• Use visuals at the start of a lesson to present the big picture,<br />

be<strong>for</strong>e going into the details of the in<strong>for</strong>mation.<br />

• For the active learners, strategies should provide the<br />

opportunity to immediately apply the knowledge.<br />

• To encourage creativity, there must be opportunities<br />

to apply what was learned in real-life situations so<br />

that learners can go beyond what was presented.<br />

• The use of emerging technologies will make it easier<br />

to cater to learners’ individual differences by determining<br />

preferences, <strong>and</strong> using the appropriate<br />

learning strategy based on those preferences.<br />

• Provide learners the opportunity to use their metacognitive<br />

skills during the learning process. Metacognition<br />

is a learner’s ability to be aware of their<br />

cognitive capabilities <strong>and</strong> to use these capabilities to<br />

learn. This is critical in e-learning, since learners will<br />

complete the learning materials individually. Exercises<br />

with feedback throughout a lesson are good<br />

strategies to allow learners to check their progress,<br />

<strong>and</strong> to adjust their learning approach as necessary.<br />

• Learners should be allowed to construct knowledge,<br />

rather than passively receive knowledge through instruction.<br />

Constructivists view learning as the result<br />

of mental construction where learners learn by integrating<br />

new in<strong>for</strong>mation with what they already know.<br />

• Learners should be given the opportunity to reflect<br />

on what they are learning <strong>and</strong> to internalize the in<strong>for</strong>mation.<br />

There should be embedded questions<br />

throughout the learning session to encourage learners<br />

to reflect on, <strong>and</strong> process the in<strong>for</strong>mation in a relevant<br />

<strong>and</strong> meaningful manner. Learners can be asked<br />

to generate a journal to encourage reflection <strong>and</strong><br />

processing. Interactive learning promotes higherlevel<br />

learning <strong>and</strong> social presence, <strong>and</strong> personal<br />

meaning (Heinich et al., 2002).<br />

Intelligent agents should be embedded in the technology<br />

to design instruction <strong>and</strong> deliver the instruction<br />

based on individual learner needs. An intelligent agent<br />

gathers in<strong>for</strong>mation about learners <strong>and</strong> them respond<br />

based on the what was learned about the student. For<br />

example, if a learner consistently gets a question on a<br />

concept wrong, the intelligent agent will prescribe other<br />

learning strategies until the learner master the concept.<br />

As the user interacts with the system, the agent learns<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 61

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