Educational technology - an introduction: Difference between revisions

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* EduTech as playfield for computer science (technology driven)
* EduTech as playfield for computer science (technology driven)


== Conceptual foundations (15 pages) ==
== Conceptual foundations ( < 20 pages ) ==


Goal: This chapter should be short, "understandable" and demonstrate why learning and education theories are relevant for educational technology practise and research. Its purpose is not really to teach learning theory, didactics etc. but to shortly define/recall important concepts that are necessary to understand pedagogical designs that use technology.
Goal: This chapter should be short ''and'' "understandable" and demonstrate why learning and education theories are relevant for educational technology practise and research. Its purpose is not really to teach learning theory, didactics etc. but to shortly define/recall important concepts that are necessary to understand the foundations of pedagogical designs that use technology.


=== Learning theory ===
=== Learning theory ===
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=== Learning types, levels and style ===
=== Learning types, levels and style ===


'''Content''' (examples):
'''Content''':
* [[learning type]]
* [[learning type]]
* [[learning level]]
* [[learning level]]
* [[learning style]]
* [[learning style]]
=== Ergonomics and HCI ===
* Goal: Introduce constraints
'''Content''':
* some words on [[HCI]] concepts and research
* [[cognitive ergonomics]]
* [[usability]]
* cognitive load theory etc. ??
=== Motivation and Affect ===
* [[motivation]]
* [[emotion]] and [[flow theory]]


=== Education, pedagogy and instruction ===
=== Education, pedagogy and instruction ===
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== Major instructional designs (20 pages) ==
== Major instructional designs (20 pages) ==


* Goal: Present a good sample of designs for which use of technology is relevant. Each entry will have forward pointers to appropriate technologies. Alternatively, '''this chapter also could be put into an annex'''. The idea is that students should be able to find out what we mean e.g. by "inquiry learning", "case-based learning", etc.
* Goal: Present a good sample of designs for which use of technology is relevant. Each entry will have forward pointers to appropriate technologies. Alternatively, '''this chapter also could be put into an annex''' or merged into the next chapter (overview). The idea is that students should be able to find out what we mean e.g. by "inquiry learning", "case-based learning", etc. and at the same time already show why and where the use of technology makes sense ...


'''Content''':
'''Content''':
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== Technologies in education - an overview (10 pages) ==
== Technologies in education - an overview (10 pages) ==
* Goal: Provide an overview of various technologies according to their field of application.


=== Overview ===
=== Overview ===
* [[educational technologies]], including a short categorization of major technologies used in education.
* [[educational technologies]], including a short categorization of major technologies used in education. This will also go beyound teaching/learning, e.g. include tools for student management.


=== Standards ===
=== Standards ===
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== Major technologies (> 20 pages) ==
== Major technologies (> 20 pages) ==
* Goal: Provide an overview of major technologies used today in education, each will be linked to appropriate instructional design models and theory.
* Goal: Provide an overview of major technologies used today in education, each will be linked to appropriate instructional design models/theory or other fields of applications.


'''Content''':
'''Content''':
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=== Development methodology ===
=== Development methodology ===


'''Content''':
'''Content''':
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=== The relation between research and the field ===
=== The relation between research and the field ===
* Goal: Discuss an innovation/diffusion model and show how research and practice may influence each other. This may be merged with the previous section
* Goal: Discuss an innovation/diffusion model and show how research and practice may influence each other. This may be merged with the previous section


== Various stuff ==
== Various stuff ==
(to put somewhere else)
(to put somewhere else)
* Ergonomics
* Motivation and Affect

Revision as of 17:32, 28 June 2006

This article or section is currently under construction

In principle, someone is working on it and there should be a better version in a not so distant future.
If you want to modify this page, please discuss it with the person working on it (see the "history")

This is an outline for a print text on educational technology and of no interest to you for the moment .... DSchneider 18:22, 26 June 2006 (MEST)

Author: DSchneider

Introduction (10 pages)

Definitions of the field

A short history

Schools of educational technology

  • Goal: Present the major forms of educational technology research. This discussion will be picked up again in the "Research and development" section.

Content (examples):

  • EduTech as a design science - part of the learning sciences
  • EduTech as playfield for research on learning and cognition
  • EduTech as playfield for computer science (technology driven)

Conceptual foundations ( < 20 pages )

Goal: This chapter should be short and "understandable" and demonstrate why learning and education theories are relevant for educational technology practise and research. Its purpose is not really to teach learning theory, didactics etc. but to shortly define/recall important concepts that are necessary to understand the foundations of pedagogical designs that use technology.

Learning theory

Content (examples):

Learning types, levels and style

Content:

Ergonomics and HCI

  • Goal: Introduce constraints

Content:

Motivation and Affect

Education, pedagogy and instruction

  • Goal: This should be very short and strongly be linked to learning theory and explain the difference between educational, pegagocial and instructional theory.

Content (examples):

Pedagogical strategies and tactics

  • Goal: Provide a general overview, terms and well know typologies, such as Joyce, Reeves, etc.

Content (examples):

Instructional design models

  • Goal: Reinforce the scenario concept and its relation to abstract design models. This is quite closely related to the previous section but acts as a sort of chapter summary.
  • Overview: instructional design model

Major instructional designs (20 pages)

  • Goal: Present a good sample of designs for which use of technology is relevant. Each entry will have forward pointers to appropriate technologies. Alternatively, this chapter also could be put into an annex or merged into the next chapter (overview). The idea is that students should be able to find out what we mean e.g. by "inquiry learning", "case-based learning", etc. and at the same time already show why and where the use of technology makes sense ...

Content: See instructional design models

Technologies in education - an overview (10 pages)

  • Goal: Provide an overview of various technologies according to their field of application.

Overview

  • educational technologies, including a short categorization of major technologies used in education. This will also go beyound teaching/learning, e.g. include tools for student management.

Standards

  • Goal: discussion of various standards and trends. Also discuss the issue here whether teaching can/should be "programmed" (e.g. with educational markup languages).

Content (examples):

Major technologies (> 20 pages)

  • Goal: Provide an overview of major technologies used today in education, each will be linked to appropriate instructional design models/theory or other fields of applications.

Content: See the entries in educational technologies and other relevant technologies (note: some entries are a bit misplaced currently).

Research and development methods (15 pages)

Research schools in educational technology

Content:

  • Overview
  • design-based research
  • clinical experimentation
  • quasi-experimentation (ecologicallly valid experimentation)
  • clinical qualitative research (e.g. qualitative cognitive science like dialog analysis)

Development methodology

Content:

Evaluation methodology

Content:

  • Design / course evaluation methodology (for practicionners)

Innovation & change management

  • Goal: Provide some insights on how to manage a project to introduce ICT

Content:

  • General change management methodology
  • Teacher development models with respect to ICT usage

The relation between research and the field

  • Goal: Discuss an innovation/diffusion model and show how research and practice may influence each other. This may be merged with the previous section

Various stuff

(to put somewhere else)