Elektronsko Ucenje Na Smartfoni i Tableti

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    E- Learning ( -) E-learning refers to the use of electronic media and information and communication technologies (ICT) ineducation. E-learning is broadly inclusive of all forms of educational technology inlearning and teaching .E-learning is inclusive of, and is broadly synonymous with multimedia learning , technology-enhancedlearning (TEL), computer-based instruction (CBI), computer-based training (CBT), computer-assistedinstruction or computer-aided instruction (CAI), internet-based training (IBT), web-basedtraining (WBT), online education , virtual education , virtual learning environments (VLE) (which are alsocalled learning platforms ), m-learning , and digital educational collaboration. These alternative namesemphasize a particular aspect, component or delivery method.

    E-learning includes numerous types of media that deliver text, audio, images, animation, and streamingvideo, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web -basedlearning. Information and communication systems , whether free-standing or based on either localnetworks or the Internet in networked learning , underly many e-learning processes.

    E-learning can occur in or out of the classroom . It can be self-paced, asynchronous learning or may beinstructor-led, synchronous learning . E-learning is suited to distance learning and flexible learning, but itcan also be used in conjunction with face-to-face teaching, in which case the term blended learning iscommonly used.

    It is commonly thought that new technologies make a big difference in education. Many proponents ofe-learning believe that everyone must be equipped with basic knowledge of technology, as well as use itas a vehicle for reaching educational goals.

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    E-learning refers to the use of technology in learning and education. There are several aspects todescribing the intellectual and technical development of e-learning, which can be categorized intodiscrete areas. These are addressed in turn in the sections of this article:

    1. e-learning as an educational approach or tool that supports traditional subjects;

    2. e-learning as a technological medium that assists in the communication of knowledge, and itsdevelopment and exchange;

    3. e-learning itself as an educational subject ; such courses may be called "Computer Studies" or"Information and Communication Technology (ICT)";

    4. e-learning administrative tools such as education management information systems (EMIS)

    TechnologyVarious technologies are used to facilitate e-learning. Most e-learning uses combinations of thesetechniques, including blogs, collaborative software, ePortfolios, and virtual classrooms.

    AudioThe radio has been around for a long time and has been used in educational classrooms. Recent

    technologies have allowed classroom teachers to stream audio over the internet. There are alsowebcasts and podcasts available over the internet for students and teachers to download. For example,iTunes has various podcasts available on a variety of subjects that can be downloaded for free.

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    VideoVideos allow teachers to reach students who are visual learners and tend to learn best by seeing thematerial rather than hearing or reading about it. Teachers can access video clips through the internetinstead of relying on DVDs or VHS tapes. Websites like YouTube are used by many teachers. Teacherscan use messaging programs such as Skype, Adobe Connect, or webcams, to interact with guestspeakers and other experts. Interactive video games are being integrated in the curriculum at both K-12and higher education institutions.

    Research on the use of video in lessons is preliminary, but early results show an increased retention andbetter results when video is used in a lesson. Creating a systematic video development method holdspromise for creating video models that positively impact student learning.

    Computers,tablets and mobile devicesComputers and tablets allow students and teachers access to websites and other programs, such asMicrosoft Word, PowerPoint, PDF files, and images. Many mobile devices support m-learning .

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    Learning Management System (LMS)A learning management system (LMS) is software used for delivering, tracking and managing trainingand education; for example, tracking attendance, time on task, and student progress. Educators canpost announcements, grade assignments, check on course activity, and participate in class discussions.Students can submit their work, read and respond to discussion questions, and take quizzes. An LMSmay allow teachers, administrators, students, and permitted additional parties (such as parents ifappropriate) to track various metrics. LMSs range from systems for managing training/educationalrecords to software for distributing courses over the Internet and offering features for onlinecollaboration. The creation and maintenance of comprehensive learning content requires substantialinitial and ongoing investments of human labor. Effective translation into other languages and culturalcontexts requires even more investment by knowledgeable personnel.

    Two widely used internet-based learning management systems tools for e-learning are BlackboardInc. and Moodle .

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    Blackboard Inc. has over 20 million users daily. Offering sixdifferent platforms: Blackboard Learn, Blackboard Collaborate,Blackboard Mobile, Blackboard Connect, Blackboard Transact, and

    Blackboard Analytics; Blackboard's tools allow educators to decidewhether their program will be blended or fullyonline, asynchronous or synchronous. Blackboard can be used forK-12 education, Higher Education, Business, and Governmentcollaboration.

    Moodle is an Open Source Course ManagementSystem. It is free to download and provides blendedlearning opportunities as well as platforms for distancelearning courses. The Moodle website has manytutorials for creating a program or becoming a Moodlestudent.

    M Learning (Mobile Learning )The term m-learning or "mobile learning", has different meanings for different communities, that referto a subset of e-learning , educational technology and distance education , that focuses on learning acrosscontexts and learning with mobile devices . One definition ofmobile learning is, "any sort of learning that happens when thelearner is not at a fixed, predetermined location, or learning thathappens when the learner takes advantage of the learningopportunities offered by mobile technologies. In other words,with the use of mobile devices, learners can learn anywhere andat any time.

    M-learning technologies include handheld computers, MP3players , notebooks, mobile phones and tablets. M-learningfocuses on the mobility of the learner, interacting with portabletechnologies, and learning that reflects a focus on how societyand its institutions can accommodate and support anincreasingly mobile population. There is also a new direction in

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    m-learning that gives the instructor more mobility and includes creation of on the spot and in the fieldlearning material that predominately uses smartphone with special software such as AHG Cloud Note.Using mobile tools for creating learning aides and materials becomes an important part of informallearning.

    It feels as though, just-enough, just-in-time, anytime, anywhere learning is finally becoming a realitywith the rapid take-up of smartphones and tablet PCs. Their convenient and intuitive interface is perfectfor e-learning, allowing the learner to tap, swipe and pinch their way through e-learning content, whilst

    sitting comfortably on the couch. Tablets especially, we feel, could drive the drive the development of e-learning content in their own right, having the larger screen size more suited to interactive activities.

    HTML or App formatE-learning on mobile devices can be delivered as an 'App', or in web-page format.There are pros andcons to both approaches, but the difference is in the detail. Apps have the advantage that they can bedownloaded and stored locally from the relevant app store (iTunes or Android market) for use offline.You can limit the distribution of the App to your own employees, by developing an enterprise app. Thesecan be distributed from your own website or hosting, rather than the App stores.

    Apps are convenient for the user - once downloaded, just tap to start and you're away. They can be usedoffline and the interfaces are usually clean, intuitive and uncluttered by browser toolbars. They makeuse of more advanced coding languages, that enable more sophisticated interactions and animation,compared with the relatively limited HTML5 environment for browser based e-learning. They can alsointerface with smart-phone hardware like the accelerometer (for position recognition), GPS (forlocation) and on-board camera, to enable highly sophisticated learning applications, for example,involving augmented reality. At this stage, Apps tend to be relatively expensive to produce, but newauthoring tools are beginning to appear, which could change this very quickly.

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    Tablets and smartphonesTablet PCs are an ideal e-learning platform. Smartphones are also great for video content, but perhaps abit small for a sustained, comfortable e-learning experience with interactive content. Not all wouldagree though.

    Your existing web-based content can be delivered perfectly well on tablet PCs or smartphones, with onenotable exception: content in Flash format is not supported on iPhones and iPads. Unfortunately, thisaccounts for a very large proportion of existing e-content, as it's the chosen publishing format for mostof the mainstream authoring tools.

    If you're considering mobile devices as the primary delivery platform for your e-learning programme, wecan help you work through the options and arrive at the best solution for your organisation. We candevelop your content, help you to deliver it to your learners mobile devices and help you to supportyour learners in a way that leads to a measurable improvement in performance.

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    References

    1. "Guidelines for learning/teaching/tutoring in a mobile environment". MOBIlearn . October 2003.p. 6. Retrieved June 8, 2009.

    2. Crescente, Mary Louise; Lee, Doris (March 2011). "Critical issues of m-learning: design models,adoption processes, and future trends". Journal of the Chinese Institute of IndustrialEngineers 28 (2): 111 123.

    3. Saylor, Michael (2012). The Mobile Wave: How Mobile Intelligence Will Change Everything .Perseus Books/Vanguard Press. p. 176. ISBN 978-1593157203.

    4. "Mobile Learning Community". Mobile Learning History . 2010.5. Rose, Frank. "PIED PIPER ON THE COMPUTER". The New York Times. Retrieved 8 November

    1987.6. Wireless Coyote Wayne C. Grant. (1993). Wireless Coyote: A Computer-Supported Field

    Trip, Communications of the ACM - Special issue on technology in K 12 education, Volume 36Issue 5, May 1993, 57-59

    7. Mobile learning in practice:Piloting a mobile learning teachers toolkit in further educationcolleges.C.Savill etc.,p8

    8. M Learning http://en.wikipedia.org/wiki/M-learning9. E Learning http://en.wikipedia.org/wiki/E-learning