E-learning or Educational technology is the effective use of technological tools in learning. As a concept, it concerns an array of tools, such as media, machines and networking hardware, as well as considering underlying theoretical perspectives for their effective application.
E-learning includes numerous types of media that deliver text, audio, images, animation, and streaming video, 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-based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underlie many e-learning processes.
E-learning refers to the use of both physical hardware and educational theoretics. It encompasses several domains, including learning theory, computer-based training, online learning and, where mobile technologies are used, m-learning. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology.
The new trends that are coming in the e-Learning industry:
Gamification of learning
Gamification of learning is a well known concept; we use artifacts known from games to motivate people to learn. In this article I would like to discuss a contradictory idea: Learnification of gaming. Thinking about it I am wondering how we can better use games for by-the-way learning.
There are many authentic resources that are available in the internet for online tutorials.
With the growing popularity in e-learning among K-12 and higher education, the opportunity to take online classes is becoming increasingly important for students of all ages. However, students with special needs face different learning demands compared to the typical developing learner.
Teacher training ensures effective integration of classroom technology. The current school curriculum tends to guide teachers in training students to be autonomous problem solvers. This has become a significant barrier to effective training because the traditional methods of teaching have clashed with what is now expected in the present workplace. Today’s students in the workplace are increasingly being asked to work in teams, drawing on different sets of expertise, and collaborating to solve problem. These experiences are not highly centered on in the traditional classroom, but are twenty-first century skills that can be attained through the incorporation and engagement with technology. Changes in instruction and use of technology can also promote a higher level of learning among students with different types of intelligence. Technology is not the end goal of education, but rather a means by which it can be accomplished, educators must have a good grasp of the technology being used and its advantages over more traditional methods. If there is a lack in either of these areas, technology be a hindrance rather than benefit to teaching.
Educational technologists and psychologists apply basic educational and psychological research into an evidence-based applied science (or a technology) of learning or instruction. In research, these professions typically require a graduate degree (Master’s, Doctorate, Ph.D., or D.Phil.) in a field related to educational psychology, educational media, experimental psychology, cognitive psychology or, more purely, in the fields of Educational, Instructional or Human Performance Technology or Instructional design. In industry, educational technology is utilized to train students and employees by a wide range of learning and communication practitioners, including instructional designers, technical trainers, technical communication and professional communication specialists, technical writers, and of course primary school and college teachers of all levels.