Monday, June 8, 2020

204.11- Module 4 – Techno-pedagogical content knowledge


Module 4 – Techno-pedagogical content knowledge (10 hrs)
4.1. Ways to link technology to pedagogical content knowledge
4.2.Innovative ways of teaching – web based learning, virtual classroom, edublog smart classrooms  and e-content.

4.1. WAYS TO LINK TECHNOLOGY TO PEDAGOGICAL CONTENT KNOWLEDGE       
Teacher knowledge for technology integration is  called technological pedagogical content knowledge (originally TPCK, now known as TPACK, or technology, pedagogy, and content knowledge). This framework builds on Lee Shulman’s construct of pedagogical content knowledge (PCK) to include technology knowledge. The development of TPACK by teachers is critical to effective teaching with technology.
The TPACK framework for teacher knowledge is described in detail, as a complex interaction among three bodies of knowledge: Content, pedagogy, and technology. The interaction of these bodies of knowledge, both theoretically and in practice, produces the types of flexible knowledge needed to successfully integrate technology use into teaching.
 Relevance       
  As educators know, teaching is a complicated practice that requires an interweaving of many kinds of specialized knowledge. Effective teaching depends on flexible access to rich, well-organized and integrated knowledge from different domains, including knowledge of student thinking and learning, knowledge of subject matter, and increasingly, knowledge of technology.
The Challenges of Teaching With Technology
Teaching with technology is complicated further considering the challenges newer technologies present to teachers. In our work, the word technology applies equally to analog and digital, as well as new and old, technologies. As a matter of practical significance, however, most of the technologies under consideration in current literature are newer and digital and have some inherent properties that make applying them in straightforward ways difficult.
Most traditional pedagogical technologies are characterized by specificity (a pencil is for writing, while a microscope is for viewing small objects); stability (pencils, pendulums, and chalkboards have not changed a great deal over time); and transparency of function (the inner workings of the pencil or the pendulum are simple and directly related to their function) (Simon, 1969). Over time, these technologies achieve a transparency of perception (Bruce & Hogan, 1998); they become commonplace and, in most cases, are not even considered to be technologies. Digital technologies—such as computers, handheld devices, and software applications—by contrast, are protean (usable in many different ways; Papert, 1980); unstable (rapidly changing); and opaque (the inner workings are hidden from users; Turkle, 1995).On an academic level, it is easy to argue that a pencil and a software simulation are both technologies. The latter, however, is qualitatively different in that its functioning is more opaque to teachers and offers fundamentally less stability than more traditional technologies. By their very nature, newer digital technologies, which are protean, unstable, and opaque, present new challenges to teachers who are struggling to use more technology in their teaching.
Also complicating teaching with technology is an understanding that technologies are neither neutral nor unbiased. Rather, particular technologies have their own propensities, potentials, affordances, and constraints that make them more suitable for certain tasks than others (Bromley, 1998; Bruce, 1993; Koehler & Mishra, 2008). Using email to communicate, for example, affords (makes possible and supports) asynchronous communication and easy storage of exchanges. Email does not afford synchronous communication in the way that a phone call, a face-to-face conversation, or instant messaging does. Nor does email afford the conveyance of subtleties of tone, intent, or mood possible with face-to-face communication. Understanding how these affordances and constraints of specific technologies influence what teachers do in their classrooms is not straightforward and may require rethinking teacher education and teacher professional development. 
Social and contextual factors also complicate the relationships between teaching and technology. Social and institutional contexts are often unsupportive of teachers’ efforts to integrate technology use into their work. Teachers often have inadequate (or  inappropriate) experience with using digital technologies for teaching and learning. Many teachers earned degrees at a time when educational technology was at a very different stage of development than it is today. It is, thus, not surprising that they do not consider themselves sufficiently prepared to use technology in the classroom and often do not appreciate its value or relevance to teaching and learning. Acquiring a new knowledge base and skill set can be challenging, particularly if it is a time-intensive activity that must fit into a busy schedule. Moreover, this knowledge is unlikely to be used unless teachers can conceive of technology uses that are consistent with their existing pedagogical beliefs (Ertmer, 2005). Furthermore, teachers have often been provided with inadequate training for this task. Many approaches to teachers’ professional development offer a onesize-fits-all approach to technology integration when, in fact, teachers operate in diverse contexts of teaching and learning. 
An Approach to Thinking About Technology Integration
Faced with these challenges, how can teachers integrate technology into their teaching? An approach is needed that treats teaching as an interaction between what teachers know and how they apply what they know in the unique circumstances or contexts within their classrooms. There is no “one best way” to integrate technology into curriculum. Rather, integration efforts should be creatively designed or structured for particular subject matter ideas in specific classroom contexts. Honoring the idea that teaching with technology is a complex, ill-structured task, we propose that understanding approaches to successful technology integration requires educators to develop new ways of comprehending and accommodating this complexity. 
At the heart of good teaching with technology are three core components: content, pedagogy, and technology, plus the relationships among and between them. The interactions between and among the three components, playing out differently across diverse contexts, account for the wide variations seen in the extent and quality of educational technology integration. These three knowledge bases (content, pedagogy, and technology) form the core of the technology, pedagogy, and content knowledge (TPACK) framework. An overview of the framework is provided in the following section, though more detailed descriptions may be found elsewhere (e.g., Koehler & 2008; Mishra & Koehler, 2006). This perspective is consistent with that of other researchers and approaches that have attempted to extend Shulman’s idea of pedagogical content knowledge (PCK) to include educational technology. (A comprehensive list of such approaches can be found at http://www.tpck.org/.)
The TPACK Framework
The TPACK framework builds on Shulman’s (1987, 1986) descriptions of PCK to describe how teachers’ understanding of educational technologies and PCK interact with one another to produce effective teaching with technology. Other authors have discussed similar ideas, though often using different labeling schemes. The conception of TPACK described here has developed over time and through a series of publications, with the most complete descriptions of the framework found in Mishra and Koehler (2006) and Koehler and Mishra (2008). 
In this model (see Figure 1), there are three main components of teachers’ knowledge: content, pedagogy, and technology. Equally important to the model are the interactions between and among these bodies of knowledge, represented as PCK, TCK (technological content knowledge), TPK (technological pedagogicalknowledge), and TPACK. 
The TPACK framework and its knowledge components.
i)Content Knowledge 
Content knowledge (CK) is teachers’ knowledge about the subject matter to be learned or taught. The content to be covered in middle school science or history is different from the content to be covered in an undergraduate course on art appreciation or a graduate seminar on astrophysics. Knowledge of content is of critical importance for teachers. As Shulman (1986) noted, this knowledge would include knowledge of concepts, theories, ideas, organizational frameworks, knowledge of evidence and proof, as well as established practices and approaches toward developing such knowledge. Knowledge and the nature of inquiry differ greatly between fields, and teachers should understand the deeper knowledge fundamentals of the disciplines in which they teach. In the case of science, for example, this would include knowledge of scientific facts and theories, the scientific method, and evidence-based reasoning. In the case of art appreciation, such knowledge would include knowledge of art history, famous paintings, sculptures, artists and their historical contexts, as well as knowledge of aesthetic and psychological theories for evaluating art. 
The cost of not having a comprehensive base of content knowledge can be prohibitive; for example, students can receive incorrect information and develop misconceptions about the content area (National Research Council, 2000; Pfundt, & Duit, 2000). Yet content knowledge, in and of itself, is an ill-structured domain, and as the culture wars (Zimmerman, 2002), the Great Books controversies (Bloom, 1987; Casement, 1997; Levine, 1996), and court battles over the teaching of evolution (Pennock, 2001) demonstrate, issues relating to curriculum content can be areas of significant contention and disagreement. 
ii)Pedagogical Knowledge 
Pedagogical knowledge (PK) is teachers’ deep knowledge about the processes and practices or methods of teaching and learning. They encompass, among other things, overall educational purposes, values, and aims. This generic form of knowledge applies to understanding how students learn, general classroom management skills, lesson planning, and student assessment. It includes knowledge about techniques or methods used in the classroom; the nature of the target audience; and strategies for evaluating student understanding. A teacher with deep pedagogical knowledge understands how students construct knowledge and acquire skills and how they develop habits of mind and positive dispositions toward learning. As such, pedagogical knowledge requires an understanding of cognitive, social, and developmental theories of learning and how they apply to students in the classroom.
iii)Pedagogical Content Knowledge 
PCK is consistent with and similar to Shulman’s idea of knowledge of pedagogy that is applicable to the teaching of specific content. Central to Shulman’s conceptualization of PCK is the notion of the transformation of the subject matter for teaching. Specifically, according to Shulman (1986), this transformation occurs as the teacher interprets the subject matter, finds multiple ways to represent it, and adapts and tailors the instructional materials to alternative conceptions and students’ prior knowledge. PCK covers the core business of teaching, learning, curriculum, assessment and reporting, such as the conditions that promote learning and the links among curriculum, assessment, and pedagogy. An awareness of common misconceptions and ways of looking at them, the importance of forging connections among different content-based ideas, students’ prior knowledge, alternative teaching strategies, and the flexibility that comes from exploring alternative ways of looking at the same idea or problem are all essential for effective teaching. 
iv)Technology Knowledge 
Technology knowledge (TK) is always in a state of flux—more so than the other two core knowledge domains in the TPACK framework (pedagogy and content). Thus, defining it is notoriously difficult. Any definition of technology knowledge is in danger of becoming outdated by the time this text has been published. That said, certain ways of thinking about and working with technology can apply to all technology tools and resources. 
The definition of TK used in the TPACK framework is close to that of Fluency of Information Technology (FITness), as proposed by the Committee of Information Technology Literacy of the National Research Council (NRC, 1999). They argue that FITness goes beyond traditional notions of computer literacy to require that persons understand information technology broadly enough to apply it productively at work and in their everyday lives, to recognize when information technology can assist or impede the achievement of a goal, and to continually adapt to changes in information technology. FITness, therefore, requires a deeper, more essential understanding and mastery of information technology for information processing, communication, and problem solving than does the traditional definition of computer literacy. Acquiring TK in this manner enables a person to accomplish a variety of different tasks using information technology and to develop different ways of accomplishing a given task. This conceptualization of TK does not posit an “end state,” but rather sees it developmentally, as evolving over a lifetime of generative, open-ended interaction with technology.
Technological Content Knowledge 
Technology and content knowledge have a deep historical relationship. Progress in fields as diverse as medicine, history, archeology, and physics have coincided with the development of new technologies that afford the representation and manipulation of data in new and fruitful ways. Consider Roentgen’s discovery of X-rays or the technique of carbon-14 dating and the influence of these technologies in the fields of medicine and archeology. Consider also how the advent of the digital computer changed the nature of physics and mathematics and placed a greater emphasis on the role of simulation in understanding phenomena. Technological changes have also offered new metaphors for understanding the world. Viewing the heart as a pump, or the brain as an informationprocessing machine are just some of the ways in which technologies have provided new perspectives for understanding phenomena. These representational and metaphorical connections are not superficial. They often have led to fundamental changes in the natures of the disciplines. 
Understanding the impact of technology on the practices and knowledge of a given discipline is critical to developing appropriate technological tools for educational purposes. The choice of technologies affords and constrains the types of content ideas that can be taught. Likewise, certain content decisions can limit the types of technologies that can be used. Technology can constrain the types of possible representations, but also can afford the construction of newer and more varied representations. Furthermore, technological tools can provide a greater degree of flexibility in navigating across these representations. 
TCK, then, is an understanding of the manner in which technology and content influence and constrain one another. Teachers need to master more than the subject matter they teach; they must also have a deep understanding of the manner in which the subject matter (or the kinds of representations that can be constructed) can be changed by the application of particular technologies. Teachers need to understand which specific technologies are best suited for addressing subject-matter learning in their domains and how the content dictates or perhaps even changes the technology—or vice versa. 
Technological Pedagogical Knowledge 
TPK is an understanding of how teaching and learning can change when particular technologies are used in particular ways. This includes knowing the pedagogical affordances and constraints of a range of technological tools as they relate to disciplinarily and developmentally appropriate pedagogical designs and strategies. To build TPK, a deeper understanding of the constraints and affordances of technologies and the disciplinary contexts within which they function is needed. 
For example, consider how whiteboards may be used in classrooms. Because a whiteboard is typically immobile, visible to many, and easily editable, its uses in classrooms are presupposed. Thus, the whiteboard is usually placed at the front of the classroom and is controlled by the teacher. This location imposes a particular physical order in the classroom by determining the placement of tables and chairs and framing the nature of student-teacher interaction, since students often can use it only when called upon by the teacher. However, it would be incorrect to say that there is only one way in which whiteboards can be used. One has only to compare the use of a whiteboard in a brainstorming meeting in an advertising agency setting to see a rather different use of this technology. In such a setting, the whiteboard is not under the purview of a single individual. It can be used by anybody in the group, and it becomes the focal point around which discussion and the negotiation/construction of meaning occurs. An understanding of the affordances of technology and how they can be leveraged differently according to changes in context and purposes is an important part of understanding TPK. 
TPK becomes particularly important because most popular software programs are not designed for educational purposes. Software programs such as the Microsoft Office Suite (Word, PowerPoint, Excel, Entourage, and MSN Messenger) are usually designed for business environments. Web-based technologies such as blogs or podcasts are designed for purposes of entertainment, communication, and social networking. Teachers need to reject functional fixedness (Duncker, 1945) and develop skills to look beyond most common uses for technologies, reconfiguring them for customized pedagogical purposes. Thus, TPK requires a forward-looking, creative, and open-minded seeking of technology use, not for its own sake but for the sake of advancing student learning and understanding. 
Technology, Pedagogy, and Content Knowledge
TPACK is an emergent form of knowledge that goes beyond all three “core” components (content, pedagogy, and technology). Technological pedagogical content knowledge is an understanding that emerges from interactions among content, pedagogy, and technology knowledge. Underlying truly meaningful and deeply skilled teaching with technology, TPACK is different from knowledge of all three concepts individually. Instead, TPACK is the basis of effective teaching with technology, requiring an understanding of the representation of concepts using technologies; pedagogical techniques that use technologies in constructive ways to teach content; knowledge of what makes concepts difficult or easy to learn and how technology can help redress some of the problems that students face; knowledge of students’ prior knowledge and theories of epistemology; and knowledge of how technologies can be used to build on existing knowledge to develop new epistemologies or strengthen old ones. 
By simultaneously integrating knowledge of technology, pedagogy and content, expert teachers bring TPACK into play any time they teach. Each situation presented to teachers is a unique combination of these three factors, and accordingly, there is no single technological solution that applies for every teacher, every course, or every view of teaching. Rather, solutions lie in the ability of a teacher to flexibly navigate the spaces defined by the three elements of content, pedagogy, and technology and the complex interactions among these elements in specific contexts. Ignoring the complexity inherent in each knowledge component or the complexities of the relationships among the components can lead to oversimplified solutions or failure. Thus, teachers need to develop fluency and cognitive flexibility not just in each of the key domains (T, P, and C), but also in the manner in which these domains and contextual parameters interrelate, so that they can construct effective solutions. This is the kind of deep, flexible, pragmatic, and nuanced understanding of teaching with technology we involved in considering TPACK as a professional knowledge construct. 
The act of seeing technology, pedagogy, and content as three interrelated knowledge bases is not straightforward. As said before,
… separating the three components (content, pedagogy, and technology) … is an analytic act and one that is difficult to tease out in practice. In actuality, these components exist in a state of dynamic equilibrium or, as the philosopher Kuhn (1977) said in a different context, in a state of ‘‘essential tension’’…. Viewing any of these components in isolation from the others represents a real disservice to good teaching. Teaching and learning with technology exist in a dynamic transactional relationship (Bruce, 1997;
Dewey & Bentley, 1949; Rosenblatt, 1978) between the three components in our framework; a change in any one of the factors has to be ‘‘compensated’’ by changes in the other two. (Mishra & Koehler, 2006, p. 1029) 
This compensation is most evident whenever using a new educational technology suddenly forces teachers to confront basic educational issues and reconstruct the dynamic equilibrium among all three elements. This view inverts the conventional perspective that pedagogical goals and technologies are derived from content area curricula. Things are rarely that simple, particularly when newer technologies are employed. The introduction of the Internet, for example – particularly the rise of online learning – is an example of the arrival of a technology that forced educators to think about core pedagogical issues, such as how to represent content on the Web and how to connect students with subject matter and with one another (Peruski & Mishra, 2004). 
Teaching with technology is a difficult thing to do well. The TPACK framework suggests that content, pedagogy, technology, and teaching/learning contexts have roles to play individually and together. Teaching successfully with technology requires continually creating, maintaining, and re-establishing a dynamic equilibrium among all components. It is worth noting that a range of factors influences how this equilibrium is reached. 
Implications of the TPACK Framework
We have argued that teaching is a complex, ill-structured domain. Underlying this complexity, however, are three key components of teacher knowledge: understanding of content, understanding of teaching, and understanding of technology. The complexity of technology integration comes from an appreciation of the rich connections of knowledge among these three components and the complex ways in which these are applied in multifaceted and dynamic classroom contexts.
Since the late 1960’s a strand of educational research has aimed at understanding and explaining “how and why the observable activities of teachers’ professional lives take on the forms and functions they do” (Clark & Petersen, 1986, p. 255; Jackson, 1968). A primary goal of this research is to understand the relationships between two key domains: (a) teacher thought processes and knowledge and (b) teachers’ actions and their observable effects. The current work on the TPACK framework seeks to extend this tradition of research and scholarship by bringing technology integration into the kinds of knowledge that teachers need to consider when teaching. The TPACK framework seeks to assist the development of better techniques for discovering and describing how technology-related professional knowledge is implemented and instantiated in practice. By better describing the types of knowledge teachers need (in the form of content, pedagogy, technology, contexts and their interactions), educators are in a better position to understand the variance in levels of technology integration occurring.
In addition, the TPACK framework offers several possibilities for promoting research in teacher education, teacher professional development, and teachers’ use of technology. It offers options for looking at a complex phenomenon like technology integration in ways that are now amenable to analysis and development. Moreover, it allows teachers, researchers, and teacher educators to move beyond oversimplified approaches that treat technology as an “add-on” instead to focus again, and in a more ecological way, upon the connections among technology, content, and pedagogy as they play out in classroom contexts. 
References:
 Matthew J. Koehler and Punya Mishra Michigan State University,  Contemporary Issues in Technology and Teacher Education, 9(1)
WEB-BASED EDUCATION {WBE)
WBE is an important and fast growing segment of educational technology. It largely overlaps with the field of e-Learning, but it must be noted that learning represents only one aspect of education. WBE covers many other educational services, such as teaching, authoring, assessment, collaboration, and so on. Nowadays, most of distance education is implemented as WBE and use of virtual classrooms. There is a lot of technological issues involved there, but it must be never forgotten that the ultimate goal of WBE is increasing the learning opportunities and efficiency, not the technology itself. In learner-centered design of WBE, educational workflows determine desired functionalities of WBE systems and quality of service provided to the learners is crucial to success or failure of any such a system. Two important ways of increasing the quality of service of WBE systems and thus the likelihood of their success are to make them intelligent and adaptive. Intelligent tutoring systems already have a long tradition and recently often make a synergy with WBE. Adaptive educational hypermedia systems use many different techniques to adapt content delivery to individual learners according to their learning characteristics, preferences, styles, and goals. However, there are several problems with WBE that both teachers and learners face (Devedzic, 2003a). Educational material on the Web is still highly unstructured, heterogeneous, and distributed as everything else on the Web, and current learning and authoring tools offer limited support for accessing and processing such material. The main burden of organizing and linking the learning contents on the Web, as well as extracting and interpreting them, is on the human user. Next-generation WBE applications should exhibit more theory- and content-oriented intelligence and adaptivity, pay more attention to interoperability, reusability, and knowledge sharing issues, and look more closely to general trends in Web development. New fields of research and development, such as Semantic Web and Web intelligence, provide means for representing, organizing, and interconnecting knowledge of human educators in a machine-understandable and machine-processable form, as well as for creating intelligent Web-based services for teachers and learners. The following chapters discuss extensively how to use the results and technology of these other fields to make WBE more effective and more appealing to learners, teachers, and authors alike. Specifically, the chapters that follow introduce Semantic Web technologies and explain common prerequisites for creating intelligent WBE systems and applications. They also describe the kinds of intelligent WBE services that such systems should support and how to ensure for such support. They attempt to answer many practical questions of both engineering and instructional importance. For example, how can a search engine from the sea of educational Web pages select automatically those of most value to the authors, teachers, and learners in pursuing their educational goals?
Informally, Web-based education {WBE) encompasses all aspects and processes of education that use World Wide Web as a communication medium and supporting technology. There are many other terms for WBE; some of them are online education, virtual education, Internet-based education, and education via computer-mediated communication (Paulsen, 2003). Adapting from (Keegan, 1995) and (Paulsen, 2003), it can be said that WBE is characterized by: • the separation of teachers and learners (which distinguishes it from faceto-face education); • the influence of an educational organization (which distinguishes it from self-study and private tutoring); • the use of Web technologies to present and/or distribute some educational content; • the provision of two-way communication via the Internet, so that students may benefit from communication with each other, teachers, and staff. Since 1990s, Web-based education has become a very important branch of educational technology. For learners, it provides access to information and knowledge sources that are practically unlimited, enabling a number of opportunities for personalized learning, tele-learning, distance-learning, and collaboration, with clear advantages of classroom independence and platform independence (Brusilovsky, 1999). On the other hand, teachers and authors of educational material can use numerous possibilities for Web based course offering and tele-teaching, availability of authoring tools for developing Web-based courseware, and cheap and efficient storage and distribution of course materials, hyperlinks to suggested readings, digital libraries, and other sources of references relevant for the course (Devedzic, 2003a, 2003b). There is a number of important concepts related to Web-based education, such as e-Learning, distance education, and adaptive learning.
E-learning is defined as any use of technology for learning outside the boundaries of the physical classroom The growth of the Internet is bringing online education to people in corporations, institutes of higher learning, the government and other sectors [Hall, Brandon.20001]. The challenge of technology today is capturing information and building useful and meaningful databases whose contents are retrievable when and where needed. Both information technology and telecommunications are driving the need for e-learning and at the same time creating the means to accomplish it..
The Corporate University. In the knowledge economy, corporate universities and learning organizations are playing mission-critical roles within the organization. While some learning organizations may take traditional classroom approaches, others are using the benefits of e-learning to meet corporate objectives. Examples of other elearning implementations within the enterprise include using technology to train technology, new product introductions, tracking regulatory compliance, on-demand task or skill references, degree programs from online universities and IT certifications.
Depending on the complexity of the topic and the individual skill level, some students learn faster or slower than others. E-learning allows students to learn at their own pace. The slower student can review course material as often as necessary, redoing exercises or simulations until the information converts to knowledge. An average of 50% time savings has been found when comparing time-to-learn in a classroom versus on a computer.
The scalability of e-learning allows one course to train thousands of students, as opposed to the ratios of 1 to 20 in the more traditional classes.
Computer-based training reduces the total cost of training when compared with instructor-led training. The total cost of training includes the cost of development and the cost of delivery. Interactive training has a higher cost of development and a lower cost of delivery, while traditional training has a lower cost of development and a higher cost of delivery. The lower delivery cost for interactive training results primarily from a reduction in training time and the elimination of travel. A positive return on investment requires a training population large enough for the savings in delivery to offset the development cost.
There is very strong evidence that computer-based training results in an equal or higher quality of learning over traditional instruction. A number of scientific studies have investigated this issue. The settings for the studies have included business and industry, the military, higher education institutions and elementary schools.
The Learning Management System
The most important foundation for e-learning in your organization is a learning management system (LMS). A learning management system provides the infrastructure and database from which employees may quickly tap e-learning courses, registration and needs assessment, as well as receive just-in-time training.
The infrastructure for e-learning gives managers the ability to track usage and scores, enable online registration, deliver courses and update calendars as needed. Learning management systems also can incorporate e-commerce to track payments from customers. Courses can be created once, then distributed to thousands of students simultaneously using LANs, WANs or the Internet.
Training has play an integral role in overall organizational strategy. E-culture is the synergy among e-learning, knowledge management, and performance support and management practices. To implement e-learning effectively, organization has first develop or adapt a clear vision of optimising learning, knowledge and performance and how current technology can activate this vision. The vision increases company’s openness to change. Change is the reason and the fuel for e-learning.
 Successful e-learning implementations confirm the need to combine the impact of standard enterprise-wide activities with flexible and quick local innovations and efforts. The best-practice organizations are using e-learning in all topic areas -- new product training, management development, leadership, sales, service, manufacturing.• Packaged courseware providers • Custom developers • Own internal development.
                   E-learning is not about using the latest technology to replace the classroom. Nor is it about posting content on the Web to be downloaded or read. E-learning provides a new set of tools that can add value to all of the traditional learning modes - from classroom experiences to learning from books.
As learning moves closer to the job, blended instruction addresses the need for more just-in-time and project-based learning, performance support, open and distance learning, expert assistance and a generally greater variety of events and experiences.
It is important to say, that classroom-based training will continue to play an important role for a few reasons: 1. It is the best delivery approach for certain types of high-level learning, 2. It is the way some people prefer to learn and it is still the way many trainers prefer to teach.
In the issue • Understand the challenges of e-learning for your department. • An e-learning implementation can be difficult. It is necessary to invest significantly in planning and strategy development. Each organization's elearning plan is very specific to its own context. • Use templates and "learning objects" which allow for reuse of content in various courses with the aim to save money and time. • Interactive training has a higher cost of development and a lower cost of delivery, while traditional training has a lower cost of development and a higher cost of delivery. • Learning portals are Web sites that create a learning community and provide access to content and learning resources.
Note: Read more about learning in new economy in case studies and Internet resources. Carry out the activity “Learning place in the new economy” described in the course HTML format.
Use of Educational Technologies
To identify appropriate use of new information technologies (IT) and clarify the kind of educational opportunities they support helps a layered approach [Recker, M. 1997]. The layered framework integrates a bottom-up view of information technology usage and a top-down view of education. The Figure1.1. in slide 4 shows the layers comprising the framework: 1. Delivery of material 2. Media 3. Computational activities within educational technologies 4. Modes of communication 5. The learning phase
Delivery of material
The delivery is the transmission of educational materials between learners, teachers and providers. The technologies supported delivery of material is: CD-ROMs, computer networking, Internet. The most popular is Internet now. The only thing keeping the Internet from becoming the dominant technology based education delivery environment is current bandwidth and speed limitations. The access to digital libraries and information is an important potential of the Internet. But information access is only one aspect. More pertinent to education is that networking supports the formation of new learning communities. Distribute groups of students, teachers, mentors; experts can be involved in knowledge-building activities with new forms of communication and information media.
Media
Information technology supports these types of physical media: text, 2-D, 3-D graphics, animation, digital audio, digital video, virtual reality.
Many factors affect the learning: students' background knowledge, their motivation and interests, their learning strategies and goals, and overall learning context. Therefore designers should focus on the cognitive and learning goals of particular educational contexts and seek to support those with educationally meaningful activities. The most important form of media is dynamic interactive representations, which learners can manipulate, that support a particular activity within discipline.
Computational Activities
These are computational activities that support learning: simulations, games, information browsing, and design environments.
Simulations-Computer simulations provide environments where learners can interact in a simulated world and engage in activities otherwise not possible in the real world. For example, the haircutting simulation might enable a student to manipulate with the shapes of the coiffure, to suit it to the face. Or in astronomy simulation, the student can manipulate the force of gravitational attraction between the bodies and see the resulting effect on planets. These activities obviously can't be performed in the real world.
Computer games- From the pedagogical standpoint, the challenge becomes embedding content within similarly motivating environments.
Information browsing- Access to information requires teachers and learners to learn new skills of finding, evaluating and filtering the huge amount of information. This skills is called information literacy.
Design environments-These are environments where students can design and built manipulatable artifacts. Through hands-on-design activity students train themselves in, for example, software development, testing.
Computer based learning is interactive. There is no only mouse to click or button to push. Activities on the web must be educationally meaningful. Inventor of the WWW, Tim Berners-Lee (1996), proposes that designers must focus on supporting "inter-creativity" in computational activities. Learning environments must support both individual and collaborative abilities to build knowledge and to create.
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VIRTUAL CLASSROOM
           A virtual classroom is a combined set of tools for conducting classroom-like sessions live over the Internet. We intend to use the virtual classroom as a replacement for face-to-face (f2f) tutoring sessions, which are normally organised in our study centres located across the country. The virtual classroom is a valuable addition to our educational offerings.

 What is a virtual classroom?
A virtual classroom is an instrument for conducting live classroom-like sessions over the internet. In it, students and tutor(s) can communicate using voice, video, chat and whiteboard tools. They also have facilities like application sharing, polling, breakout sessions and quizzes. It allows the tutor and students to participate in real time lessons and discussions. Students can ask questions, draw on the whiteboard, and participate in breakout sessions. (Almost) everything that can be done in a real classroom, can be done in a virtual classroom. Moreover, the whole classroom session can be recorded and made available for review afterwards. 
Features
Some of the virtual classroom instruments,  indicating some interaction functions 
 are:  Participants, Chat, Give feedback/Vote, Whiteboard (+controls), Send chat message, Start/stop microphone, Raise hand, forum, Wiki,  Announcement etc.
Students study independently, in their own time and at their own place and pace, using course materials specifically developed to  support self-directed learning. Contacts with tutors are limited and in most cases take place through e-mail or in discussion groups. Certain courses organize face to face meetings in study centres for most introductory courses, but to a far lesser extent for regular courses to  offer the students a sense of connectedness: they get to know each other and their tutor and get immediate feedback on questions and problems. 
Selection of the virtual class instrument
 In order to select a virtual classroom instrument we developed a list of specifications based on the needs of tutors, students and educational experts: we scored potential candidates on educational use, user friendliness, features and administration. For educational use we looked at the way different teaching activities were supported, such as discussion, workshops, group work, assessments etc. User friendliness was assessed by examining the installation procedures, the features of the integration into our Virtual Learning Environment (VLE) and the availability of training materials for students and teachers. For features tutor   should  look at the availability of Voice over Internet (VoIP), presentation tools, whiteboard tools, application sharing, public and private chat, feedback tools, document sharing, polling and quizzes. We also looked at how the system should be installed/administered, the way students and tutors were authorised for use and the licence fees.
Organization  and use of  the virtual classroom
The virtual classroom is technically well suited for lectures, but teachers have to be aware of the fact that boring lectures become even more boring when you listen to them on the computer. When bored, the temptation to grab a quick cup of coffee or to check your email becomes hard to resist. As Niall Sclater (2008) says on his weblog: ‘Online synchronous teaching is not about lecturing at people - it’s about involving your class continuously in a whole host of different ways’.  
Group size should not be to big, certainly not in the beginning when tutors and students are not used to the tool. We worked with groups of 8 to 15 students and that seems a manageable size. A virtual class session should also be fairly short. One and a half hour is an absolute maximum, otherwise attendance is too exhausting for both the tutor and the students.
Preparations to make The first teaching session in a virtual classroom feels the same as first-time teaching in a real classroom. Tutors feel insecure and therefore it is important that they are well acquainted with the software and are well trained. A virtual classroom session requires good preparation. Tutors should have a scenario of their lesson available and upload all the required materials to the classroom before the students enter the session. It is a bit more complicated to improvise during a virtual classroom session than it is in a real classroom, especially for the inexperienced tutor. One should also be aware that everything proceeds at a bit slower pace then in a normal classroom setting.  
Furthermore, the students who participate in the virtual classroom should be well prepared and instructed. Not only technical preparation is important, students should also be aware of the basic ‘etiquette’ to adhere to in a virtual classroom. They should know how to ask a question, how to let the tutor know you have left for a minute to go to the bathroom, how to avoid interruptions from family members who enter their study or from their telephones. And what policy is used for students coming in late. It’s better for New groups to first organize an informal session to discuss ‘rules and regulations’. Training and support for tutors and students  are essential.
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BLOG-CREATION
BLOG
What is a "blog"?
Blog is an abbreviated version of "weblog," which is a term used to describe web sites that maintain an ongoing chronicle of information. A blog features diary-type commentary and links to articles on other Web sites, usually presented as a list of entries in reverse chronological order. Blogs range from the personal to the political, and can focus on one narrow subject or a whole range of subjects.
Many blogs focus on a particular topic, such as web design, home staging, sports, or mobile technology. Some are more eclectic, presenting links to all types of other sites. And others are more like personal journals, presenting the author's daily life and thoughts.
Generally speaking (although there are exceptions), blogs tend to have a few things in common:
1.A main content area with articles listed chronologically, newest on top. Often, the articles are organized into categories.
2.An archive of older articles.
3.A way for people to leave comments about the articles.
4.A list of links to other related sites, sometimes called a "blogroll".
5.One or more "feeds" like RSS, Atom or RDF files.
Some blogs may have additional features beyond these. Watch this short video for a simple explanation for what a blog is.
The Blog Content
Content is the raison d'être for any web site. Retail sites feature a catalog of products. University sites contain information about their campuses, curriculum, and faculty. News sites show the latest news stories. For a personal blog, you might have a bunch of observations, or reviews. Without some sort of updated content, there is little reason to visit a web site more than once.
On a blog, the content consists of articles (also sometimes called "posts" or "entries") that the author(s) writes. Yes, some blogs have multiple authors, each writing his/her own articles. Typically, blog authors compose their articles in a web-based interface, built into the blogging system itself. Some blogging systems also support the ability to use stand-alone "weblog client" software, which allows authors to write articles offline and upload them at a later time.
Comments
Want an interactive website? Wouldn't it be nice if the readers of a website could leave comments, tips or impressions about the site or a specific article? With blogs, they can! Posting comments is one of the most exciting features of blogs.
Most blogs have a method to allow visitors to leave comments. There are also nifty ways for authors of other blogs to leave comments without even visiting the blog! Called "pingbacks" or "trackbacks", they can inform other bloggers whenever they cite an article from another site in their own articles. All this ensures that online conversations can be maintained painlessly among various site users and websites.
Things Bloggers Need to Know
In addition to understanding how your specific blogging software works, such as WordPress, there are some terms and concepts you need to know.
Archives
A blog is also a good way to keep track of articles on a site. A lot of blogs feature an archive based on dates (like a monthly or yearly archive). The front page of a blog may feature a calendar of dates linked to daily archives. Archives can also be based on categories featuring all the articles related to a specific category.
It does not stop there; you can also archive your posts by author or alphabetically. The possibilities are endless. This ability to organize and present articles in a composed fashion is much of what makes blogging a popular personal publishing tool.
Feeds
A Feed is a function of special software that allows "Feedreaders" to access a site automatically looking for new content and then post updates about that new content to another site. This provides a way for users to keep up with the latest and hottest information posted on different blogging sites. Some Feeds include RSS (alternately defined as "Rich Site Summary" or "Really Simple Syndication"), Atom or RDF files. Dave Shea, author of the web design weblog Mezzoblue has written a comprehensive summary of feeds.
Blogrolls
blogroll is a list, sometimes categorized, of links to webpages the author of a blog finds worthwhile or interesting. The links in a blogroll are usually to other blogs with similar interests. The blogroll is often in a "sidebar" on the page or featured as a dedicated separate web page. WordPress has a built-in Link Manager so users do not have to depend on a third party for creating and managing their blogroll.
Syndication
A feed is a machine readable (usually XML) content publication that is updated regularly. Many weblogs publish a feed (usually RSS, but also possibly Atom and RDF and so on, as described above). There are tools out there that call themselves "feedreaders". What they do is they keep checking specified blogs to see if they have been updated, and when the blogs are updated, they display the new post, and a link to it, with an excerpt (or the whole contents) of the post.
Managing Comments
One of the most exciting features of blogging tools are the comments. This highly interactive feature allows users to comment upon article posts, link to your posts, and comment on and recommend them. These are known as trackbacks and pingbacks. The blogger should know  to moderate and manage comments and how to deal with the annoying trend in "comment spam", when unwanted comments are posted to the  blog.
E-CONTENT
 e-content (Electronic-content)  is  Digital content that can be transmitted over a computer network such as the Internet. E content education  is educational" in addition to "electronic." 
“ E-content is termed as Electronic content that include text, image, graphics, animation, audio and video, sometimes e-content will be single element carrying anyone of the above element or all of the above together to display offline or online web-pages and also to be transferable to computer to another computer and internet. Electronic content (e-Content) or digital content is defined by those involved in creating, providing and distributing information 4 as the digitized content, which is viewed on screen and not on paper. Contents that are produced and stored electronically rather than in print are the result of electronic publishing (e-publishing). The contents can be in any of the following forms:  Any one information type (for example fully textual, only graphics content, or only audio content)  Multimedia or hypermedia (i.e. mixing more than two information type) Each category according to Borchers (1999) can be used in education (e.g. textbooks, research reports, theses), as reference (e.g. dictionaries, encyclopedias), leisure (e.g. novels, magazines, comics), browsing (e.g. newspapers) and advertisement (e.g. brochures).
Nature Of  E-Content
It is all forms of digital information that is used for multiple purpose in different fields and areas. It is the living expression of the life in country with all its images, sounds and recorded heritage. It is innovative application of computer in the teaching and learning process. 5 It may be internet based which includes text, video, audio, animation and visual environment.
Features Of E-Content 
E-content is technologically friendly to pupil for downloaded text materials and used on any computer in independently for the purpose of learning process.  E-content is having learner friendly for easy navigation.  Another important feature of e-content is learner centric, it is useful in self instructional model.  E-content is also teachers friendly, it is used in various teaching learning methods such as classroom, lecturing to a group, lab session.
 Advantages Of E-Content
 Many institutions publish books, research reports, lecture modules, theses and other information for academic purposes. All these publications are usually in-print form and stored in library for fellow lecturers, researchers and students use. Are there compelling reasons why these in-print publications should be in electronic form? To answer this it is necessary to identify the advantages and disadvantages of printed content (p-Content) and e-Content. According to Bonime and Pohlmann, (1998) e-Contents benefit from Hyper linking - contents can be linked to other pages inside and outside the book; 9 Non-linearity - i.e. the order of access can be determined by users. addition of multimedia - i.e. content presentation is enhanced by mixing information type (i.e. sound, video and so on) data density - storage capacity is decreased while at the same time increasing portability Searching - the usefulness of the content is enhanced by the ability of the users to locate any piece of information, or to access any section instantly. Students can take advantage of this new type of content presentation. Results of some studies suggest that involvement with computers through the use of E Contents and other new technologies, can promote positive attitudes towards learning and higher achievement among learners (e.g. Ebersole, 1997; Causey, 1996; AlKahtani, 1998; Cakir, 1999; Govil, 1997; Espinosa & Chen, 2001; McCreary et al., 2001). Studies also show that computerbased learning tools lead to significant gains in learner’s performance in reading, mathematics, computer knowledge and grammar (Shields & Behram, 2000). Furthermore, computers and technology tend to have more positive effects than negative effects (Seniuk, 2001). 10 The existing academic publications in most institutions are in printed and bound forms which pose some disadvantages. In addition, the publications have not been widely promoted and as a result their accessibilities have been very limited. Many researches and textbook publications by academics of the institutions, for example, have not been publicized properly and thus not noticed locally, and more importantly, internationally. These problems are easily tackled by producing e-Contents.
E-content is of two forms namely i. Assembled form, ii. Created form. Assembled E-content: Assembled E-content constitutes compiled and assembled from several resources and book with due care taken for IPR and copyright issues. Here the authors will be main content providers. Content assembled will be given the credit as compiled by and editor by (if edited). Created E-content: Content developed by the author based on various sources, as well as his/her own work. Here the authorship will be of the content creator. The content developer has to provide the written material in standard module format.
Forms Of  E Content
Text, pictures, sound, Video, Animations and Presentation Text Text is most important element of any e-content. Computers of any level can help create text files, though Word Pad and MSWORD to create formatted text. One can save text files in the following format: .txt .doc .htm .pdf Pictures - Photographs One could store pictures in various formats: .bmp .gif .jpg .png “.bmp” is an uncompressed format that stores pictures in millions of colours. This is the most popular format for exchanging pictures between different programmes. “.gif” is a compressed format that stores pictures in 256 colours. This is a very popular format for displaying pictures in web pages. “.jpg” is a glossy format that stores pictures in millions of colour in very small file size, thereby making it most popular format for E-content. Sound There are various formats of audio that can be used a part of e-content. .wav .au .mp3 .mid “.wav” is most popular format of 12 audio deployed in E-content. This offers multi-track audio both in uncompressed, compressed and sampling rates. “.au” is a compressed format of storing audio from Sun Microsystems. “.mp3” is a highly compressed format for storing voice and music. This is perhaps the most popular format storing and exchanging digital music today. “.mid” is a popular format of storing music. Video Video is perhaps the most sensational medium in the Econtent domain. With recent breakthrough in compression and streaming technologies, video has emerged as feasible E-content elements. Like other elements, digital video also comes in many formats: .avi .mov .mpg .rm .wmv .flv “.avi” is a very popular format of storing digital video in computers. It stores both in compressed and uncompressed forms. “.mpg” is a lossy and compressed format of storing video. “.wmv” is the latest offering from Microsoft for storing highly compressed and streaming video in Windows.“.flv” is a recent entry from Macromedia to deal with video content. Animation 2D and 3D animations are powerful communications. New compression technologies helped animations become a regular part of all E-content. Animations come in different formats: 13 .flc .swf .gif “.flc” is an old 2D animation format from AutoDesk. “.swf” is a recent format from Macromedia to store Vector based 2D animations. Some programmes also render 3D animations in this popular format. “.gif” can also animated frames. Simulation This realtime interactive E-content element can work as a virtual lab. Suddenly, teaching Mathematics, Physics and Chemistry with this new aid has made learning more interesting. One can design, store and display simulation applets in various formats: .swf .jar “.swf” is fast becoming a format for displaying simulation content. This is widely used because of 95% of desktops have access to Flash player. “.jar” is format that stores Java based interactive applets providing simulated contents. Presentations Electronic Presentations have become a standard tool and considered as a good teaching/learning aid. The most popular format is PowerPoint from Microsoft. The format should incorporate the following – - Objective of the Module - Glossary of terms used in the module 14 - Frequently asked questions with regard to content of the module. - Quiz pertaining to content for formative evaluation. - Case Study - Full content (video) in text format for download - References, if any The module would require that text of subject content is divided into smaller chunks for better understanding by the learner. Hence, every content needs to be divided into module, unit, and granule. It is called chunking of content. 1.8 E-Content Development An essential condition for effective ICT enabled teaching and learning is that there must be access to high quality, culturally relevant content. Although it may not provide such content, the Web can be a powerful tool for teacher educators, teachers and others to develop and share content that meets cultural, linguistic and educational needs of the Indian education system. School Net (Africa) and Four Direction Project (North America) are examples using the Web for indigenous and collaborative development and sharing of e-content that reflect the language, culture and resident 15 knowledge of the community. In the process of developing a technopedagogy for the ‘new’ learner in the ‘new’ environment, learning ‘new’ things using ‘new’ technologies, the first issue to be addressed is the development of content. It is imperative to note that many corporate organizations have entered this domain which should be totally under the control of the teachers. The point of paramount importance is the fact that if teachers don’t create e-content, either no one else can or somebody else will. Of course, the task of developing e-content or Knowledge Packaging necessitates collaborative efforts by technologists and academics. In this context, the following observation of Vladimir Kinelev (2005) needs attention, “ICTs have not eliminated the most pressing of problems that education systems face. Attempts to improve education through ICTs suffer from the absence of sound education paradigms”. It is here that the teacher with clarity in content and depth in pedagogy assumes a pivotal role in creating the right instructional design and in creating appropriate content in effective manner. Indeed, Knowledge Packaging has always been there since the Gurukula days in different forms like conversations, lectures, songs, stories, manuscripts, print, audio and what not. Now, the need for digital convergence of these forms is imperative to provide quality education to greater quantities of learners for the simple reason that 16 the reach and richness of e-content is quite high. Other salient features of e-content viz., bi-sensory learning experience, digital convergence of text, image, audio, video, animation etc. to create the effects of multimedia, accessibility, reusability, interoperability etc. are the supporting points in favour of the claim to give top priority to e-content development, among all academic endeavours. The question of content creation looms large in the backdrop of EDUSAT and exclusive educational television channels like Vyas, Gyandarshan, Ekalyva which are badly in need of content to telecast. Responding to the need, the UGC – Consortium of Educational Communication has taken up a mission of training the Higher Education teachers in the art and science of e-content creation. But, for a country like India with one of the largest higher education systems in the world, a single agency cannot serve the immediate purpose. The need of the hour is a policy decision to train the teacher educators and personnel of other teacher development agencies in the country as trainers in e-content development, who in turn would carry the message and continue the mission of providing e-content development training to scores of teachers across the nation. Of course the question of creating the necessary infrastructure comes up. The solution is to exploit the potentials of EMMRCs and to create departmental level studios, like the one at the Department of Educational Technology, Bharathidasan University. The cost involved will only prove to be an investment and not expenditure.
 Phases Of  E-Content
 In this phase the processes are often concurrent and iterative. Processes and steps might differ between organisations and for different projects, but broadly the steps include: • Establishing the assessment criteria and methods by which students will demonstrate skills, attributes, and understanding (at stages within the learning as well as at the conclusion). Time spent exploring options here can open up many more ideas for presenting content, and is more likely to produce meaningful and integrated assessment embedded within learning activities. • Mapping and then sequencing the key elements of the content. • Applying instructional design effective for online (choosing appropriate teaching strategies; presentation considerations; and building in scaffolding that will support the learners move to independent thinking as they become more familiar with the topic and the medium which is very important to do when learners are not in a face-to-face situation). 18 • Technical or multi-media decisions (specific technical treatments, next step beyond the broad-brush considerations in the planning phase). • Deciding what should be presented on screen and what should be downloadable/printable. • Deciding which is key content, and needs reinforcement, what material can become secondary links, and which comes under the heading of supplementary or additional learning resources. • Doing a walk-through to confirm time allocations for each learning activity (including reading); congruence between assessment and learning objectives and learning content and learning tasks; clarity; and completeness. • Defining and providing for (either in the content itself or in documentation) the learning support needs of the students, and also for teachers if the material is to be used by others.
 Materials Development
 This phase takes the material produced in the writing and planning phases and turns it into product. It can either be done during or immediately after the content planning and writing phase, 19 but in either case close liaison should occur between writers and the developers (if these are different people) throughout these stages.
 Testing And Final Checking
It is an important phase. All your efforts above are of little value if the product is not accessible and usable. Consideration of usability factors actually begins in the planning phase but it should be formally tested during prototyping, then following full production. The importance of testing and considering the usability factors cannot be over-stressed. These steps require: • Knowing what standards should be aimed for (technical compliance and usability of the product being developed). • Establishing means by which to measure or test that standards and usability objectives have been achieved. • Considering when to measure, and how information from this will feed back into the development process to achieve best outcomes most efficiently.
Evaluation, Feedback And Redevelopment
Evaluation is a positive step that can provide feedback on the effectiveness of your product; this will enable fine-tuning of the 20 product. It also provides valuable feedback to the production team on ways future developments can be improved.”
***


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