Category: Education


This article was driven by a large student survey conducted across over 40 universities in the United States. Providing a useful set of assessment criteria, it polled opinions on a number of characteristics which suggest that online learning has the potential to surpass or supplant face-to-face delivery in the near future. Discussion on the limitations of current systems informs possible improvements in general eLearning design and deployment.

Karl L Wuensch, Shahnaz Aziz, Erol Ozan, Masao Kishore, M H N Tabrizi. “Pedagogical Characteristics of Online and Face-to-Face Classes“. International Journal on ELearning. 7.3 (2008): 523-532. 

A refreshing look at what the major stakeholders in the education game desire, with a particular focus on end-user needs: so often neglected in the education debate. An analysis is conducted on current learning systems, and opinions given (through surveys and personal reflection) on the makeup of future learning systems. There is a particular focus on high-participation web 2.0-type applications, together with a broad discussion of future ideas. The article is a very useful contribution to the overall debate on what is wrong with eLearning at the moment, and how best to solve these problems in the future.

Ali Jafari, Patricia McGee, Colleen Carmean. “Managing Courses, Defining Learning: What Faculty, Students, and Administrators Want.” Educause Review. D. Teddy Diggs. July 2006. 

A fascinating read into a practical application and evaluation of eLearning in China. Through an online survey, the authors seek to discover how students at Xi’an Jiao Tong University react to eLearning as a delivery method, whether computer literacy is a prerequisite for acceptance and successful use of eLearning tools, and to assess the usefulness of content management systems as a teaching aid. Describing in detail the methodology, sample and results, the article comes to several conclusions, including that students did not show any level of relative improvement in knowledge acquisition in an eLearning versus face-to-face context.

James N K Liu, Xiangqian Cheng. “An Evaluation of the Learning of Undergraduates Using ELearning in a Tertiary Institution in China“. International Journal on ELearning. 7.3 (2008): 427-447.

Huang and Behara explore how experiential learning can greatly benefit students, particularly those in MBA programs. A brief overview of web 2.0 technologies is presented, with examples of their relevance to learning in general. It then delves into how web 2.0 technologies can be applied to experiential learning, including examples of such applications currently in practice. This is a good overview of how students can learn through semi-directed experiences, and how web 2.0 is able to enrich learning content to enhance those experiences.

C Derrick Huang, Ravi S Behara. “Outcome-Driven Experiential Learning with Web 2.0“. Journal of Information Systems Education. 18.3 (2007): 329-336. 

In this opinion piece, Richardson discusses his personal experiences as a prolific education blogger. He explores the idea of ‘collective passion’ in the information game, which encourages people to contribute openly for the benefit of the greater community. He concludes with a question on the relevance of the classroom and suggests that schools are becoming disconnected from a large proportion of the learning that is occurring naturally online, through participation and collaboration among increasingly large numbers of people.

Will Richardson. “Teaching in a Web 2.0 World“. Kappa Delta Pi Record. 43.4 (2007): 150-151.

This article briefly maps the evolution from first generation distance learning systems to present day offerings. It looks at the failures of certain attempts to bring learning online and offers an insight into the current technologies that enhance the online delivery of education. Essex identifies podcasting, blogs and wikis as three key applications of technology that greatly improve the learning experience if deployed correctly. He concludes with a brief statement on virtual worlds and their potential to further increase the dynamism of online learning.

Christopher Essex. “Web 2.0: New Tools for Distance Learning“. Distance Learning. 4.3 (2007): 47-54. 2008-09-14 19:42:57 

Carsten Ullrich and his team at Shanghai Jiao Tong University provide an excellent introduction and overview of how web 2.0 can be practically applied to enhance learning and research. Delving into the theory of constructivism and several key overarching concepts driven by the web 2.0 phenomenon, the article explores the impact of such concepts on the learning world. It goes on to explore how the web 2.0 applications of micro-blogging and social bookmarking can be used to increase participation and collaboration in online learning.

Carsten Ullrich, Kerstin Borau, et al. “Why Web 2.0 is Good for Learning and for Research.” Name of website. Carsten Ullrich. 2008-04021. Shanghai Jiao Tong University ELearning Lab. 

Carsten is also a integral and proud member of the Totuba team.

The authors of this article explore the usability/playability of computer games to gather evidence for the creation of a set of guiding principles to assess game-based learning. It explores how interactions between a player and the computer, as well as between players, facilitate (indeed, demand) learning experiences. Further, it compares and contrasts the application of behavioural learning, social constructivism and cognitive constructivism in proper game play. An analysis of game dynamics and the resulting pre-requisites for optimal learning are also explored. This interesting piece provides solid insight into possible ways to design interesting, engaging and effective learning instruction through game play.

Chee Siang Ang, Einav Avni, Panayiotis Zaphiris. “Linking Pedagogical Theory of Computer Games to Their Usability“. International Journal on ELearning. 7.3 (2008): 533-558. 

This instructive piece recounts the work of renowned instructional design theorist, Robert Gagne. The article iterates Gagne’s sequence of nine key instructional events, together with the resulting mental processes being experienced by the learner. Helpfully, Kruse then offers an example of how to apply this theory into a reasonable expectation of practice in today’s technological order. While it does not focus on web 2.0 technologies (likely undiscovered at the time of writing), it does present creative ideas on how to develop more engaging digital learning content.

Kevin Kruse. “Gagne’s Nine Events of Instruction: An Introduction.” ELearning Guru. Kevin Kruse. Unknown.

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