Online Learning

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Online Learning

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Online Learning, also commonly referred to as Distant Education [1] and Digital learning, is learning accompanied and aided by technology [2]. Digital learning has a spectrum of implementations, resulting in many variations of the practice. In recent years, online learning experienced a surge in implementation due to the Covid-19 pandemic. This increased relevancy led to an increased amount of coverage and increased visibility to the public eye [3], resulting in Digital Learning being the subject of many debates on its efficiency in comparison to traditional classroom learning.

Types of Digital Learning Methods and Applications

Some online learning is merely an enhancement of in-person instruction, while other variations have all of the instruction being done through some sort of technology[2]. Some examples of instructional methods using technology include blended/hybrid learning, fully online learning, flipped learning, digital tutoring, personalized learning, gamification, and other variations. Digital tools can also be utilized to create online learning experiences by non-instructors with students individually seeking out instructional and learning materials through technology.

A wide variety of digital learning methods have been developed and implemented, with some common ones defined below. All digital learning methods can be broken down into two different types: synchronous and asynchronous [4]. “Synchronous classes run in real time,” [4] operating with all involved parties being online and participating in the learning process at the same time. Methods falling into the asynchronous category operate “with students accessing class materials during different hours and from different locations” [4] and do not require the real-time participation seen in synchronous environments.

Blended learning

Blended learning, also sometimes referred to as hybrid learning or technology-mediated instruction [5], is a method of construction that mixes or “blends” together with traditional instructional techniques with technology, incorporating the technologies into the instruction[6]. Clifford Maxwell of the Blended Learning Universe breaks blended learning down into three parts: a degree of student control, a supervised physical location to learn in, and an “integrated learning experience” [5]. A modern example of blended learning is traditional brick-and-mortar schools incorporating material and activities provided on educational websites like Khan Academy.

Collaborative learning

Collaborative learning, a shortened version of the term Computer-supported collaborative learning (often abbreviated as CSCL), is described by Dillenbourg and Schneider as a method distinctly separate from cooperative learning. While cooperative learning is described as “… a protocol in which the task is in advance split into subtasks that the partners solve independently,” they define collaborative learning as situations “… in which two or more subjects build synchronously and interactively a joint solution to some problem.” [7] The marker of Computer-supported collaborative learning is the interaction and collaboration between both instructor and student as well as between students and their peers[8]. In this variation of education aided by technology, the learning is done through social interaction based on and supplemented by technologies such as websites, blog posts, virtual posting boards, and other types of technological support.[9]

Flipped Classrooms

The idea of flipped classrooms existed before digital learning filtered into the educational sphere but have since been built upon by technological advancements. The flipped classroom model operates on the belief that active learning is a more effective use of time in classrooms rather than educating through direct instruction. In these environments, students are given more agency and control than in traditional classrooms. [10] Lectures in flipped classrooms are “replaced by out-of-class delivery of streaming video, reading materials, online chats, and other resources.” [11] Class time is then dedicated to group interactions between students and high-level cognitive work.

Fully online learning

There are digital learning methods that are entirely online, often referred to as e-learning, which can also be seen spelled as elearning or eLearning. In these models, all instruction and learning is delivered entirely through electronic means. While most of the previously mentioned takes on digital learning required some amount of real-time participation, the e-learning structure supports both synchronous and asynchronous instruction. Asynchronous programs can include "pre-recorded lecture content and video, visuals, and/or text, knowledge quizzes, simulations, games, and other interactive elements." [12] Alternatively, e-learning can be delivered synchronously through things like live training modules or virtual classrooms led by instructors. Technology allows synchronous online instructors to make use of tools like screen sharing, chats, and polling to serve as avenues for real-time participation from students. While online learning has steadily been on the rise in terms of usage in the past decade [13] the usage and relevance of online learning shot up due to the COVID-19 pandemic forcing physical school buildings to shut down [14]

Gamification

History

[15][16] [17] [18] [19]

Technologies

The Association for Educational Communications and Technology (commonly abbreviated as AECT), “a professional association of instructional designers, educators and professionals who provide leadership and advise policy makers in order to sustain a continuous effort to enrich teaching and learning,” [20] defines educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources" [21].

[22] There are many technologies that can be utilized for digital instruction. Tools like video conference technology have particularly contributed significantly to the practice of online learning, as they are one of the tools making distance learning a possibility[23].

Zoom, Bluejeans, Google Meet, and other video conferencing tools

Gamified Learning Websites

Youtube

Khan Academy

Ebooks

Reactions to Digital Learning

Positive

[24]

Negative

[25]

References

  1. Reed, M. (2020). 5 Distance Learning Technology Must-Haves. [online] Wwt.com. Available at: https://www.wwt.com/article/five-technology-must-haves-distance-learning.
  2. 2.0 2.1 Davis, L. (2020). Digital Learning: What to Know in 2020. [online] Schoology.com. Available at: https://www.schoology.com/blog/digital-learning
  3. Li, C., Lalani, F. and World Economic Forum (2020). The rise of online learning during the COVID-19 pandemic. [online] World Economic Forum. Available at: https://www.weforum.org/agenda/2020/04/coronavirus-education-global-covid19-online-digital-learning/].‌
  4. 4.0 4.1 4.2 TheBestSchools.org. (2017). Synchronous vs. Asynchronous Classes: What’s the Difference? - TheBestSchools.org. [online] Available at: https://thebestschools.org/resources/synchronous-vs-asynchronous-programs-courses/#:~:text=Synchronous%20classes%20run%20in%20real,hours%20and%20from%20different%20locations.
  5. 5.0 5.1 Harasim, L. (2000). Shift happens: online education as a new paradigm in learning. The Internet and Higher Education, [online] 3(1-2), pp.41–61. Available at: https://www.sciencedirect.com/science/article/pii/S1096751600000324
  6. Blended Learning Universe. (2016). What blended learning is - and isn’t - Blended Learning Universe. [online] Available at: https://www.blendedlearning.org/what-blended-learning-is-and-isnt/
  7. ​​ResearchGate. (2022). (PDF) Collaborative Learning and the Internet. [online] Available at: https://www.researchgate.net/publication/2336975_Collaborative_Learning_and_the_Internet
  8. Stahl, G., Koschmann, T. and Suthers, D. (n.d.). Computer-Supported Collaborative Learning. In: The Cambridge Handbook of the Learning Sciences. [online] pp.479–500. Available at: http://gerrystahl.net/cscl/CSCL_English.pdf.
  9. Onrubia, J. and Engel, A. (2009). Strategies for collaborative writing and phases of knowledge construction in CSCL environments. Computers & Education, [online] 53(4), pp.1256–1265. Available at: https://www.sciencedirect.com/science/article/pii/S0360131509001559?via%3Dihub
  10. Harvard.edu. (2022). Flipped Classrooms. [online] Available at: https://bokcenter.harvard.edu/flipped-classrooms#:~:text=A%20flipped%20classroom%20is%20structured,that%20involve%20higher%20order%20thinking.
  11. Hall, A.A. and DuFrene, D.D. (2015). Best Practices for Launching a Flipped Classroom. Business and Professional Communication Quarterly, [online] 79(2), pp.234–242. Available at: https://journals.sagepub.com/doi/10.1177/2329490615606733
  12. Td.org. (2020). What Is E-Learning? [online] Available at: https://www.td.org/talent-development-glossary-terms/what-is-e-learning.
  13. and, R. (2019). Online Education Market & Global Forecast, by End User, Learning Mode (Self-Paced, Instructor Led), Technology, Country, Company. [online] Researchandmarkets.com. Available at: https://www.researchandmarkets.com/reports/4876815/online-education-market-and-global-forecast-by?utm_source=dynamic&utm_medium=BW&utm_code=nvzl68&utm_campaign=1334853+-+$350+Billion+Online+Education+Market:+Global+Forecast+to+2025+by+End+User,+Learning+Mode+(Self-Paced,+Instructor+Led),+Technology,+Country,+Company&utm_exec=chdo54bwd
  14. Koksal, I. (2021). The Rise Of Online Learning. Forbes. [online] 10 Dec. Available at: https://www.forbes.com/sites/ilkerkoksal/2020/05/02/the-rise-of-online-learning/?sh=1070a4b072f3.
  15. https://eric.ed.gov/?id=ED529699
  16. https://ictlogy.net/bibliography/reports/projects.php?idp=3138&lang=ca
  17. http://treeves.coe.uga.edu/edit6900/BertelsmannReeves98.pdf
  18. https://www.researchgate.net/publication/261710379_Building_a_Global_Network
  19. https://en.wikipedia.org/wiki/Educational_technology#:~:text=Cookie%20statement-,%22As%20Schools%20Close%20Over%20Coronavirus%2C%20Protect%20Kids%27%20Privacy%20in%20Online%20Learning%22,-.%20Human%20Rights%20Watch
  20. Aect.org. (2022). ABOUT US - Association for Educational Communications and Technology. [online] Available at: https://www.aect.org/about_us.php
  21. Reflections on the 2008 AECT Definitions of the Field. (2008). TechTrends, [online] 52(1), pp.24–25. Available at: https://link.springer.com/article/10.1007/s11528-008-0108-2
  22. https://web.archive.org/web/20080705012345/http://projects.coe.uga.edu/epltt/
  23. https://books.google.com/books?id=w8xIPSTfZBUC&lpg=PP8&ots=fRgkmEaQW6&dq=different%20kinds%20of%20learning%20technology&lr&pg=PA5#v=onepage&q&f=false
  24. https://www.thencat.com/Articles/erm0352.pdf
  25. https://www.desu.edu/sites/flagship/files/document/16/how_people_learn_book.pdf