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Shift Paradigm e-Learning Pujianto Yugopuspito 10 November 2007 Master of Education Universitas Pelita Harapan

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Shift Paradigm e-Learning

Pujianto Yugopuspito

10 November 2007

Master of Education

Universitas Pelita Harapan

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Outline

� What is e-Learning?

� Probable Future Directions

� Down to Earth

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What is e-Learning?

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Various e-Learning Definitions (1)

� A development of educational processes driven by possibilities enabled by new technology [The Higher Education Academy]

� Use of Information Technology to enhance learning [Irish Learning Technology Institute]

� “E-learning refers to education that is enhanced by or delivered via the Internet.” [Cisco]

� E-learning refers to technology-enabled learning, including online programs, computer- or Web-based training, virtual classrooms and digital collaboration, and technology-assisted distance learning. [Motorola University]

� E-learning is a term used to describe electronically delivered learning methods such as CD-ROM, web-based learning, online assessments, web-based reinforcement tools, and online coaching. [Collaborative E-Learning Communities]

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Various e-Learning Definitions (2)

� “eLearning means using new multimedia technologies and the Internet to improve the quality of learning by facilitating access to facilities and services as well as remote exchanges and collaboration. [European ODL Liaison Committee]

� “E-learning refers to the use of Internet technologies to deliver a broad array of solutions that enhance knowledge and performance.” [Kevin Kruse]

� “–refers to any type of learning that uses electronic media. It means many different things to people but is a popular media buzz word and should be avoided.” [Plymouth State University]

� E-learning is the empowerment of students to use technology to enhance their learning on their terms with the direction of an instructor/teacher [Microsoft Canada]

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Evolution of e-Learning

� 1st Generation, 1980s� CD-ROM Contents� Manual Management

� Low learning effectiveness and reach

� 2nd Generation, 1990s� Web Contents� Manual management, admin operation

� Moderate learning effectiveness and reach

� 3rd Generation, 2000s� Enrich Web Contents� Web Management, admin assist

� High learning effectiveness and reach

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What is “e-Learning”?

� e-Learning is NOT just …

� Web-based Training

� Computer-based Training

� Conversion of text from hard to soft copy online

� Online PowerPoint presentations

� Video streaming of lectures

� Facilitation of online discussion

� It is all plus…

� Virtual Classroom (Virtual Community) {voice/video conferencing, live presentation tools, application sharing, chat, live voting …}

� Learning Management System {managing course & course registration; tracking student registration, access & progress; course scheduling & administration including instructor, reporting }

� Learning Objects {Learning objectives, learning path, pre & post assessment}

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e-Learning Universe

Content

TechnologyServices

• Content Creation

• Content Customization

• Curriculum Design

• Creation and capturing

• Hardware

• Software

• System Management

• Portals

• Hosting

• Maintenance

• Assessment

• Monitoring

• 24 x 7 Help Desk

• Instructional Design

• Course Development

• Multimedia Production

• Program Consulting

• Strategy Consulting

• Evaluation Administration• Teaching Solution

• Collaboration Tools

• Online Evaluation Tools

• Online Survey Tools

• Online Registration

• Student Information Systems

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E-Learning Paradigm

� More than simply the presentation of educational materials on the computer screen, e-Learning is a collection of processes: � the sole purpose of which is to provide a more

comprehensive and productive experience for the learner, educator and administrator.

� ”Situations where both social interaction and collaboration as well as ICT has a fundamental role in learning and the acquiring of knowledge”

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e-Learning Paradigm Shift

� From teacher-centered instruction to student-centered instruction

� From single-sense stimulation to multisensory stimulation

� From single media to multimedia

� From isolated work to collaborative work

� From information delivery to information exchange� From passive learning to active/inquiry-based learn

� From factual to critical thinking� From knowledge-based to informed decision making

� From isolated to authentic� From artificial context to real-world context

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Manfaat e-Learning

E-Learning

Bagi Guru/Dosen :• Pengajaran yang sistematis.• Mempermudah persiapan

materi.• Mempermudah pengulangan

materi pelajaran.• Mempermudah pemantauan

materi yang belum dipahami siswa.

• Paperless

Siswa:• Kemudahan pemahaman

materi di mana saja dan kapan saja

• Mengubah cara belajar pasif ke aktif dan mandiri

• Mengenalkan proses, tidak hanya hasil belajar (input �proses � output).

• Paperless

Sekolah/Universitas:• Mendukung kurikulum

berbasis kompetensi.• Memudahkan Sekolah/

Universitas untuk standarisasi pengajar.

• Pemantauan prestasi siswa. • Manajemen Kampus/Sekolah• Paperles

DikNas:• Statistik dunia pendidikan (,

jumlah siswa, bidang studi, pengajar, dsb.).

• Manajemen pendidikan (kurikulum, regulasi).

Orang tua:• Pemantauan prestasi belajar anak.• Pemantauan kedisiplinan anak.

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Future Direction?

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World’s Future Direction

� References:

[1] Wentling et al., “The Future of e-Learning; A

Corporate and an Academic Perspective”, National Center for Supercomputing Applications (NCSA) of

University of Illinois at Urbana-Champaign, September 2000

[2] Polichino, “Future Directions in e-Learning Research Report 2006”, The eLearning Guild

Research, April 2006

[3] The New Media Consortium and Educause Learning Initiative, “The 2006 Horizon Report”, ISBN 0-

9765087-3-7

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NCSA[1] Scenario Perspective

Corporate:

#1 e-Work

#2 Free Agent

#3 Unlimited Bandwidth

#4 Gloom

#5 e-Topia

Academic:

#1 A Day in the Life of Learner

#2 Pie in the Sky

#3 The important of

Socialization in e-Learning

#4 Ubiquitous e-Learning

[1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic

Perspective”, National Center for Supercomputing Applications (NCSA) of

University of Illinois at Urbana-Champaign, September 2000

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Most Probable Corporate Scenario #1 e-Work

Major Events

� Everyone has a computer and its networked

� Home and worked are merged –no distinction

� University provides core skills or business provides its own university

� Time in school varies base on job requirements

� True knowledge worker society

� Undeveloped economies are ‘out of the game’

� 100% of company telecommutes

� World currency. No physical currency

� All knowledge and training functions outsourced

� …

Scenario Description

� Global work force

� World competition

� Hyper-competition: competition for employees, among companies

� There is no, or very little management

� Employee works for multiple companies

� Flexible work schedules

� 50% of things are purchased online

� Traffic jams make travel impossible

� Fuel shortages, cost of fuel

� Office buildings become vacant

� …

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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Corporate Scenario #2 Free Agent

Major Events:� Degreed education and job

education merge� Employee paid for their

learning

� Everyone is a trainer

� Flattened organization structures� No career paths

� Many people are free agents (don’t work for companies)

� No salaries� Individual charge to share

information

Scenario Description:� Training is “pull” model rather

than “push”� Individualized professional

structure (rather than corporate)

� Changing personal values. No buy in to corporate mission

� Changing corporate value. No loyalty to the employee

� Middle management being fired

� Increased outsourcing of critical activities

� Responsibility for education, training shifting to employees

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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Academic Scenario #3 The Importance of Socialization in e-Learning

� Technological Context, better technologies will allow more humanization.

� better voice recognition, bigger video screens, and improved portability and access.

� the video will be seamless and thus, the interactions will really be in real time and full size.

� these changes will be able to replace the traditional classroom with minimal deficiencies, if any.

� Human context, future technology appears to have some potential barriers.

� Learner more individualistic � encouraging group learning � sharing & collaborative learning

� more work from the instructors � overloaded � no research �evaluation standard changed

� “How do we deal with these interactions?”

� Environmental context, still human.

� Face-to-face meeting still be necessary to hold at least once in the beginning of the online learning session.

� Human still be needed to build a foundation and establish trust and make people feel comfortable with one another.

� small schools within schools. (individuals with similar interests can meet to discuss and share knowledge).

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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Most Probable Academic Scenario #4 Ubiquitous e-Learning

� e-Learning as a continuum � the near end: a minor enhancement of traditional

teaching e.g. a Web Board, or online syllabus

� the far end: fully online, interactive, time and place independent.

� take complete advantage of the technologies of the web. Not only streaming video of a professor lecturing from a traditional classroom. utilized full advantage of an integrated, dynamic computer system, that allows for knowledge hierarchies.

� most online learning falls somewhere on that continuum.

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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NSCA’s Future Perspective (1)

First, advanced in e-Learning technology will continue to occur. The advances will be wireless, highly intelligent, interactive and integrative, accessible and easy to use.

Second, e-Learning technologies will allow for a humanized learning environment. Online teams will be able to see and hear each other in real time on enlarged computer screens that will have high resolution.

Third, e-learning will become a ‘matter of fact’ because e-Learning will become so much a part of what we do and learn; the lines between doing and learning will become blur.

Forth, e-Learning takes prominence in organizations, organizational structures will continue to flatten, management levels will continue to decrease, outsourcing will continue to increase and telecommuting will become a norm in the organizational culture

Fifth, e-learning infrastructure will be responsive to learner diversity. In term of age, nationality, ethnicity, educational background, intelligence levels, learning styles, language and learners’ needs

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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NSCA’s Future Perspective (2)

Sixth, e-Learning customers will be self-directed, operate on flextime, be technologically savvy, have high collaborative fluency and beintrinsically motivated to pursue life-long learning.

Seventh, e-Learning was also seen as a possible threat to collaborative work, because of issues such as intellectual property, everyone becoming interested in personal gain, and security concerns.

Eighth, global partnerships between corporate and academics will increase because e-Learning infrastructure will be so versatile and integrative that it will facilitate quick connection, decrease coordination cost, broaden the level and variety of resources, address short-term and long-term needs, and have immediate impact on the job.

Lastly, e-Learning will not operate on traditional norms of what a standard education is, rather e-learning will be about meeting the learner’s needs for improved performance.

Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000

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Research Report Future Directions in e-Learning(1)

79% Rapid e-Learning design and development77% Use of e-Learning to train customers and partners in addition to

employees77% Use of complex media (e.g. simulations, collaborative tools,

databases, algorithmic interactions, flash, and streaming media) in the development of e-Learning content

76% Measurement of e-Learning based on its impact on business results

74% e-Learning designed to support and/or enhance informal learning71% Design of modular learning objects (reusable in multiple media or

other contexts69% Development and delivery of asynchronous e-Learning69% e-Learning embedded in the learner’s workflow67% e-Learning bundled with or embedded in products rather than

provided as a separate offering

[2] Polichino, “Future Directions in e-Learning Research Report 2006”, The

eLearning Guild Research, April 2006

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Research Report Future Directions in e-Learning (2)

67% Learners assessed on a regular basis to determine the effectiveness of e-Learning programs

64% Use of authoring tools that allow one person to design and produce interactive e-Learning content (instead of differentiated design and production roles)

64% Process and systems, such as content management systems, deployed to facilitate the reuse of content and to enable output into multiple media formats

61% Project management as a critical factor of successful development and delivery of e-Learning

59% Use of design processes (e.g. application of learning theory selection of appropriate media and interactions, or in-depth audience analysis)

59% Development and delivery of synchronous e-Learning

59% Training of instructors in synchronous e-Learning delivery skills

56% Specialization of e-Learning design and development professionals

54% Training for instructional designers

52% Development of e-Learning utilizing a work share relationship.

Source: [2] Polichino, “Future Directions in e-Learning Research Report 2006”, April 2006

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Research Report New e-Learning Modalities

� 31% Blogging

� 31% Podcasting

� 38% Mobile learning

� 43% Games

Source: [2] Polichino, “Future Directions in e-Learning Research Report 2006”, April 2006

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Mobile Learning

� M-Learning is to the delivery of training by

means of mobile devices such as Mobile

Phones, PDAs and digital audio players, as

well as digital cameras and voice recorders,

pen scanners etc. [wikipedia]

� Examples:

� Classroom experiments using mobile phone as

response medium, University of Sydney

� Learn Chinese via Mobile Phone, Rice University

� Pocket Education, Coventry University

[3] The New Media Consortium and Educause Learning

Initiative, “The 2006 Horizon Report”, ISBN 0-9765087-3-7

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Game-based Learning

� Games used for training, advertising, simulation, or education that are designed to run on personal computers (such as a PC running Microsoft Windowsor Linux) or video game consoles (such as the Xbox or PlayStation 2, PlayStation Portable, Nintendo DS Lite) [wikipedia]

� Examples:� Basic Genetics at MIT: Live Long and Prosper, MIT

� Girls as Game Designer, Michigan State University

� Career Training for Students, Houston Community College, Southwest: Digital Gaming Simulation Department

� Game Design: Intermediate Multimedia Authoring, Bradley University

� Field Work in Anthropology, University of California, Berkeley

Source: [3] The New Media Consortium and Educause Learning Initiative, “The 2006 Horizon Report”,

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Personal Broadcasting

� Podcasting is the method of distributing multimediafiles, such as audio programs or music videos, over the Internet using either the RSS or Atom syndicationformats, for playback on mobile devices and personal computers. The term podcast like 'radio', can mean both the content and the method of delivery. [wikipedia]

� Examples:� Artcasts, San Francisco Museum of Modern Art (SFMOMA)

� Ask the Techies, Ohio University

� Audio/Video Broadcast, Interdisciplinary Center of e-Learning (ICE) University of North Carolina at Greensboro

� Out of the Past: Investigating Film Noir, Saint Mary's Marry College of California

Source: [3] The New Media Consortium and Educause Learning Initiative, “The 2006 Horizon Report”,

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Visible Part of a Future Computer

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Down to Earth

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Critical Success Factors

Government

Industries Academics

Community

Improve Public ServicesPromote Good GovernanceUtilise/Optimise National AssetsEmpower Citizens Capabilities

Maximize WealthImprove Products QualityExpand Customers NetworkEnhance Business Relationships

Increase Knowledge BaseConduct Quality EducationEnhance Learning ExperienceProduce Intellectual Assets

Improve Quality of LifeImplement EntrepreneurshipsExperience New Way of LifeFind Ad-Hoc Solutions

E-GOVERNMENT

E-LEARNINGE-BUSINESS

E-CITIZENS

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Masalah Klasik di Indonesia

Mikro

� Kecukupan dana

� Kesiapan SDM

� Kekurangan fasilitas

� Ketidakjelasan tujuan

� Ketidaktahuan konsep

� Keterbatasan info.

� Ketakutan berubah

� Kebingungan memulai

Makro

� Daya beli rendah

� Buta teknologi

� Tidak ada konteks

� Bukan prioritas utama

� Kurang signifikan

� Jauh dari kebutuhan

� Untuk bangsa maju

� Heterogenitas tinggi

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Most Probable Implementation of e-Learning in Indonesia

� Blended Learning: a combination of multiple approaches to pedagogy or teaching.

� Example:� self-paced, collaborative or inquiry-based

study. Blended learning can be accomplished through the use of 'blended' virtual and physical resources.

� combinations of technology-based materials and traditional print materials.

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Thank You