Saturday, July 25, 2015


Link for useful web site

wikipedia.org for Education
www.schoolnet.lk
www.doenets.lk

Collaborative learning


  1. Collaborative learning
  2. Collaborative learning is an educational approach to teaching and learning that involves groups of students working together to solve a problem, complete a task, or create a product.
  3. Collaborative learning is a situation in which two or more people learn or attempt to learn something together Unlike individual learning, people engaged in collaborative learning capitalize on one another’s resources and skills (asking one another for information, evaluating one another’s ideas, monitoring one another’s work, etc.). More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact  by sharing experiences and take on asymmetry roles.
  4. E-learning 2.0

    E-learning 2.0 is a type of computer-supported collaborative learning (CSCL) system that developed with the emergence of Web 2.0.From an e-learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments. Assignments were evaluated by the teacher. In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life.This phenomenon has been referred to as Long Tail Learning
    E-learning 2.0, in contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others.
    In addition to virtual classroom environments, social networks have become an important part of E-learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education.Mobile Assisted Language Learning (MALL) is the use of handheld computers or cell phones to assist in language learning. Traditional educators may not promote social networking unless they are communicating with their own colleagues.
    Virtual Learning Environments (VLEs) and Personal Learning Environments (PLEs) provide an easy to use system for flexibly delivering learning materials, activities and support to students across an institution. For the administrator, a VLE provides a set of tools which allows course content and students to be managed efficiently and provide a single point of integration with student record systems.

  5. Reference by-https://en.wikipedia.org/wiki/Educational_technology
  6. https://en.wikipedia.org/wiki/Educational_technology#Cognitivism

Friday, July 24, 2015

Learning theory(Cognitive Theories)

Once memory theories like the Atkinson-Shiffrin memory mode and Baddeley's working memory model were established as a theoretical framework incognitive psychology, new cognitive frameworks of learning began to emerge during the 1970s, 80s, and 90s. Today, researchers are concentrating on topics likecognitive load and information processing theory. These theories of learning play a role in influencing instructional design. Cognitive theory is used to explain such topics as social role acquisition, intelligence and memory as related to age.
In the late twentieth century, situated cognition emerged as a theory that recognized current learning as primarily the transfer of decontextualized and formal knowledge. Bredo (1994) depicts situated cognition as “shifting the focus from individual in environment to individual and environment”. In other words, individual cognition should be considered as intimately related with the context of social interactions and culturally constructed meaning. Learning through this perspective, in which known and doing become inseparable, becomes both applicable and whole.
Much of the education students receive is limited to the culture of schools, without consideration for authentic cultures outside of education. Curricula framed bysituated cognition can bring knowledge to life by embedding the learned material within the culture students are familiar with. For example, formal and abstract syntax of math problems can be transformed by placing a traditional math problem within a practical story problem. This presents an opportunity to meet that appropriate balance between situated and transferable knowledge. Lampert (1987) successfully did this by having students explore mathematical concepts that are continuous with their background knowledge. She does so by using money, which all students are familiar with, and then develops the lesson to include more complex stories that allow for students to see various solutions as well as create their own. In this way, knowledge becomes active, evolving as students participate and negotiate their way through new situations.
page Reference by-www. Wikipedia.com