Interactive Learning
Encyclopedia
Interactive Learning is a pedagogical approach that incorporates social networking and urban computing
into course design and delivery. Interactive Learning has evolved out of the hyper-growth in the use of digital technology and virtual communication, particularly by students. Beginning around 2000, students entering institutes of higher education have expected that interactive learning will be an integral part of their education. The use of interactive technology in learning for these students is as natural as using a pencil and paper were to past generations.
The Net Generation or Generation Y
is the first generation to grow up in constant contact with digital media. Also known as digital natives, their techno-social, community bonds to their naturalized use of technology in every aspect of learning, to their ability to learn in new ways outside the classroom, this generation of students is pushing the boundaries of education. The use of digital media in education has led to an increase in the use of and reliance on interactive learning, which in turn has led to a revolution in the fundamental process of education.
Increasingly, students and teachers rely on each other to access sources of knowledge and share their information, expanding the general scope of the educational process to include not just instruction, but the expansion of knowledge. The role change from keeper of knowledge to facilitator of learning presents a challenge and an opportunity for educators to dramatically change the way their students learn. The boundaries between teacher and student have less meaning with interactive learning.
and Facebook
connect millions of learners to a virtual community where information is exchanged laterally between and among students and teachers alike. This explosion of community is contributing to an expanding learning economy, where participants have unparalleled access to knowledge, both from teachers and other students.
is that the real world becomes the learning environment; in this environment, the purpose of the instructor is to help facilitate the absorption of knowledge through both real-world and virtual learning experiences. Historically, one of the obstacles to distance education
is the lack of face to face contact. The use of technology as and integral part of course design has attempted to compensate in both synchronous and asynchronous settings.
For delivery of synchronous content, technologies such as videoconferencing
and web conferencing
are typically used. An example of this is the growing use of Skype
and GoToMeeting
for virtual class discussions and lectures.
For asynchronous content delivery, course designers use a variety of software suites that include various types of interactive elements. Programs such as WebCT
, Knowledge Forum
, FirstClass
and Blackboard Learning System
attempt to ameliorate the lack of contact with online discussion forums and bulletin boards.
It is essential that a knowledge-building community be allowed to develop in order for the learning to succeed.
Urban computing
Urban computing is an emerging field of study that focuses on the use of technology in public environments such as cities, parks, forests and suburbs...
into course design and delivery. Interactive Learning has evolved out of the hyper-growth in the use of digital technology and virtual communication, particularly by students. Beginning around 2000, students entering institutes of higher education have expected that interactive learning will be an integral part of their education. The use of interactive technology in learning for these students is as natural as using a pencil and paper were to past generations.
The Net Generation or Generation Y
Generation Y
Generation Y, also known as the Millennial Generation , Generation Next, Net Generation, or Echo Boomers, describes the demographic cohort following Generation X. There are no precise dates for when the Millennial generation starts and ends, and commentators have used birth dates ranging somewhere...
is the first generation to grow up in constant contact with digital media. Also known as digital natives, their techno-social, community bonds to their naturalized use of technology in every aspect of learning, to their ability to learn in new ways outside the classroom, this generation of students is pushing the boundaries of education. The use of digital media in education has led to an increase in the use of and reliance on interactive learning, which in turn has led to a revolution in the fundamental process of education.
Increasingly, students and teachers rely on each other to access sources of knowledge and share their information, expanding the general scope of the educational process to include not just instruction, but the expansion of knowledge. The role change from keeper of knowledge to facilitator of learning presents a challenge and an opportunity for educators to dramatically change the way their students learn. The boundaries between teacher and student have less meaning with interactive learning.
Paradigm Shifts in Education
Interactivity as a pedagogical technique requires a fundamental change in the way education is delivered. Tapscott has identified 7 ways this change occurs:- From linear to hypermedia learning.
- From instruction to construction and discovery.
- From teacher-centered to learner-centered education.
- From absorbing material to learning how to navigate and how to learn.
- From schooling to lifelong learning.
- From learning as torture to learning as fun.
- From the teacher as transmitter to the teacher of facilitator.
Social Media
The socialization of education is evolving in the form of personalized digital media sources. Web logs, or blogs, enable students to express thoughts and ideas individually, while at the same time sharing them with the larger community. The pervasiveness of social networks like MySpaceMySpace
Myspace is a social networking service owned by Specific Media LLC and pop star Justin Timberlake. Myspace launched in August 2003 and is headquartered in Beverly Hills, California. In August 2011, Myspace had 33.1 million unique U.S. visitors....
and Facebook
Facebook
Facebook is a social networking service and website launched in February 2004, operated and privately owned by Facebook, Inc. , Facebook has more than 800 million active users. Users must register before using the site, after which they may create a personal profile, add other users as...
connect millions of learners to a virtual community where information is exchanged laterally between and among students and teachers alike. This explosion of community is contributing to an expanding learning economy, where participants have unparalleled access to knowledge, both from teachers and other students.
Urban Computing
This set of technologies includes the use of wireless networks, smart phones and PDAs, search engines, and location-based media. Urban computing allows enhanced interactivity between people and their environment through the use of these technologies. For Interactive Learning, this means that students are able to assimilate knowledge specific to their location.Serious Games
The concept of serious games involves immersing students in virtual worlds by means of role-playing and community interactive games. For learning, this means that the cooperative, critical-thinking, and problem-solving practices encouraged in digital games make serious games a key form of pedagogy. Adapting gaming to a form of experiential learning brings real-world issues into education within the structure of a planned curriculum. Along with their intrinsically engaging properties, games have been touted for their ability to teach ill-defined problem-solving skills, elicit creativity, and develop leadership, collaboration, and other valuable interpersonal skills.Applying Interactive Learning
In order to be effective, learning institutions must see computers and associated technology as an essential part of the student. In other words, technology must be seen as cognitive prosthetics. The core concept of distance educationDistance education
Distance education or distance learning is a field of education that focuses on teaching methods and technology with the aim of delivering teaching, often on an individual basis, to students who are not physically present in a traditional educational setting such as a classroom...
is that the real world becomes the learning environment; in this environment, the purpose of the instructor is to help facilitate the absorption of knowledge through both real-world and virtual learning experiences. Historically, one of the obstacles to distance education
Distance education
Distance education or distance learning is a field of education that focuses on teaching methods and technology with the aim of delivering teaching, often on an individual basis, to students who are not physically present in a traditional educational setting such as a classroom...
is the lack of face to face contact. The use of technology as and integral part of course design has attempted to compensate in both synchronous and asynchronous settings.
For delivery of synchronous content, technologies such as videoconferencing
Videoconferencing
Videoconferencing is the conduct of a videoconference by a set of telecommunication technologies which allow two or more locations to interact via two-way video and audio transmissions simultaneously...
and web conferencing
Web conferencing
Web conferencing refers to a service that allows conferencing events to be shared with remote locations. Most vendors also provide either a recorded copy of an event, or a means for a subscriber to record an event. The service allows information to be shared simultaneously, across geographically...
are typically used. An example of this is the growing use of Skype
Skype
Skype is a software application that allows users to make voice and video calls and chat over the Internet. Calls to other users within the Skype service are free, while calls to both traditional landline telephones and mobile phones can be made for a fee using a debit-based user account system...
and GoToMeeting
GoToMeeting
GoToMeeting is a Web-hosted service created and marketed by Citrix Online, a division of Citrix Systems. It is a remote meeting and desktop sharing software that enables the user to meet with other computer users, customers, clients or colleagues via the Internet in real-time.- Technology...
for virtual class discussions and lectures.
For asynchronous content delivery, course designers use a variety of software suites that include various types of interactive elements. Programs such as WebCT
WebCT
WebCT or Blackboard Learning System, now owned by Blackboard, is an online proprietary virtual learning environment system that is sold to colleges and other institutions and used in many campuses for e-learning...
, Knowledge Forum
Knowledge Forum
Knowledge Forum is an educational software designed to help and support knowledge building communities. Previously, the product was called Computer Supported Intentional Learning Environments...
, FirstClass
FirstClass
FirstClass is a client/server groupware, email, online conferencing, voice/fax services, and bulletin-board system for Windows, Macintosh, and Linux...
and Blackboard Learning System
Blackboard Learning System
The Blackboard Learning System is a virtual learning environment and course management system developed by Blackboard Inc. Features include course management, a customizable open architecture, and a scalable design that allows for integration with student information systems and authentication...
attempt to ameliorate the lack of contact with online discussion forums and bulletin boards.
It is essential that a knowledge-building community be allowed to develop in order for the learning to succeed.