Tuesday, December 30, 2008

E-Learning

The term e-Learning 2.0is used to refer to new ways of thinking about e-learning inspired by the emergence of Web 2.0. From an e-Learning 2.0 perspective, conventional e-learning systems were based on instructional packets that were delivered to students using Internet technologies. The role of the student consisted in learning from the readings and preparing assignments. Assignments were evaluated by the teacher. In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life. This phenomenon has also been referred to as Long Tail Learning

http://www.wdt.edu/corped/Images/woman-with-computer-3.jpg

The first 10 years of e-learning (e-learning 1.0) was focused on using the internet to replicate the instructor-led experience. Content was designed to lead a learner through the content, providing a wide and ever-increasing set of interactions, experiences, assessments, and simulations. E-learning 2.0, by contrast (patterned after Web 2.0) is built around collaboration. e-learning 2.0 assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others.

The eTwinning portal offered by European schoolnet is one of Europe's largest eLearning projects, comprising 50,000 registered teachers from across Europe. It is funded by the European Commission's Directorate General for Education and Culture, and has a network of 22 National Support Services, mostly operated by the national Ministries for Education in the EU.

As another example, Second Life has recently become one of the virtual classroom environments used in colleges and universities, including University of Edinburgh (UK) Princeton University (USA), Rice University (USA), University of Derby (UK), Vassar College (USA), the University of Plymouth (UK) and the Open University (UK),. In 2007 Second Life started to be used for foreign language tuition . Both Second Life and real life language educators have begun to use the virtual world for language tuition. English (as a foreign language) has gained a presence through several schools, including British Council projects which have focused on the Teen Grid. Germany's cultural institute Goethe-Institut started an island in 2008, Spain’s language and cultural institute “Instituto Cervantes” has an island on Second Life. A list of educational projects (including some language schools) in Second Life can be found on the SimTeach site. SLanguages 2008 was the 2nd annual conference of language education using virtual worlds such as Second Life. The event took place in Second Life at the EduNation islands. Additionally, Mobile Assisted Language Learning (MALL) is a term used to describe using handheld computers or cell phones to assist in language learning.

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