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VLE Research directions Martin Weller
Personalization  <ul><li>A benefit of e-learning </li></ul><ul><li>Tools that promote it </li></ul><ul><li>Data mining </l...
Affordances  <ul><li>Overcoming the complexity paradox </li></ul><ul><li>Tools that promote certain behaviours </li></ul><...
Service oriented approaches <ul><li>Plug and play VLEs </li></ul><ul><li>Generic descriptions </li></ul><ul><li>Standard i...
Reuse <ul><li>Learning objects – creation, impact, success factors, experience </li></ul><ul><li>Software components </li>...
Negotiation of the MLE space <ul><li>Feature annexation </li></ul><ul><li>Competitive systems </li></ul><ul><li>Different ...
Education business models  <ul><li>Content as (free) commodity </li></ul><ul><li>Support models </li></ul><ul><li>Licensin...
E-learning pedagogy  <ul><li>Effectiveness, student experience </li></ul><ul><li>Influence of tools and technology  </li><...
Shifting boundaries <ul><li>Classroom and external </li></ul><ul><li>Formal and informal </li></ul><ul><li>Tools and conte...
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research directions for VLEs

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This looks at research directions for virtual learning environments over the next five years, including personalisation, service oriented architectures and affordances.

Veröffentlicht in: Technologie, Business
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research directions for VLEs

  1. 1. VLE Research directions Martin Weller
  2. 2. Personalization <ul><li>A benefit of e-learning </li></ul><ul><li>Tools that promote it </li></ul><ul><li>Data mining </li></ul><ul><li>Creation of suitable content </li></ul><ul><li>PLEs </li></ul><ul><li>Privacy </li></ul><ul><li>Loss of common experience </li></ul><ul><li>Impact upon behaviour </li></ul><ul><li>Impact upon pedagogy </li></ul>
  3. 3. Affordances <ul><li>Overcoming the complexity paradox </li></ul><ul><li>Tools that promote certain behaviours </li></ul><ul><li>Complexity of communication </li></ul><ul><li>Affordances, patterns, learning design as mediating artefacts </li></ul>
  4. 4. Service oriented approaches <ul><li>Plug and play VLEs </li></ul><ul><li>Generic descriptions </li></ul><ul><li>Standard interfaces </li></ul><ul><li>Efficiency, robustness, richness </li></ul>
  5. 5. Reuse <ul><li>Learning objects – creation, impact, success factors, experience </li></ul><ul><li>Software components </li></ul><ul><li>Learning designs </li></ul><ul><li>Granularity of reuse </li></ul><ul><li>Open content </li></ul>
  6. 6. Negotiation of the MLE space <ul><li>Feature annexation </li></ul><ul><li>Competitive systems </li></ul><ul><li>Different configurations </li></ul><ul><li>Appropriate metaphors </li></ul>
  7. 7. Education business models <ul><li>Content as (free) commodity </li></ul><ul><li>Support models </li></ul><ul><li>Licensing content </li></ul><ul><li>Partnerships </li></ul><ul><li>Accreditation </li></ul><ul><li>Unbundling of university functions </li></ul>
  8. 8. E-learning pedagogy <ul><li>Effectiveness, student experience </li></ul><ul><li>Influence of tools and technology </li></ul><ul><li>Costs </li></ul><ul><li>Learning design </li></ul>
  9. 9. Shifting boundaries <ul><li>Classroom and external </li></ul><ul><li>Formal and informal </li></ul><ul><li>Tools and content </li></ul><ul><li>Between institutions </li></ul>

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