Evidence for digital education
Literature
review for IT in medical and surgical education
Digital learning is about the use of technology
to enhance the students learning experience. It is not merely online learning
but the efficient utilisation of high-quality instructional material designed
specifically for the varying learning styles of students allowing for on demand
,self-paced, ubiquitous learning environment. The characteristics of Digital
learning include the ability to personalise learning material that is flexible.
This is led by teachers but with significant support and allows for
collaboration and is aligned to a common vision. It has high-quality resource
materials and encourages a transparent and ongoing learning environment.
(Alliance for excellent education).
Solvie
& Kloek, have shown
in the paper that technology tools have the ability to address students’
varying learning needs and styles and preferences. In the study they show that
as they work within constructivist environment, these technologies tools can be
used successfully and integrated to support the students learning. In their
study they found that the students believe indicated they believed technology
tools were assisting them in the construction of knowledge. They also showed
that “preferences for technology are not as indicative of performance as is a
match between characteristics of the tool and learning styles.”
From simple technology tools like the use of
audience response system, it has been shown that students feel more engaged in
learning and experience and enhanced learning process.(Sternberger,
2012) . The
Centre for learning and performance technology, in 2012 listed the top 100
tools useful learning by professionals. Some of the tools listed include
Twitter, Skype, dropbox, you tube, slideshare, Google drive. The plethora of digital tools for learning
poses challenges for the 21st century teacher. It has been shown that the
creation of an authentic learning experience with the use of technology
enhances learning .(Herrington
& Kervin, 2007). According
to the authors, the learning environment should:-
1. Provide authentic contexts that reflect the
way the knowledge will be used in real life
2. Provide authentic activities
3. Provide access to expert performances and the
modelling of processes
4. Provide multiple roles and perspectives
5. Support collaborative construction of
knowledge
6. Promote reflection to enable abstractions to
be formed
7. Promote articulation to enable tacit knowledge
to be made explicit
8. Provide coaching by the teacher at critical
times, and scaffolding and fading of teacher support
9. Provide for authentic, integrated assessment
of learning within the tasks
Herrington and Kervin have shown that technology
can be used as a cognitive tool within authentic learning environments rather
than just merely disseminator of content and information. These technology
tools allow students to be more engaged with tasks and allows for ownership of
the knowledge. They provide practical ways in incorporating technology within
the learning environment to enhance the learning experience. They argue that
the teacher’s role is to align the technology experiences of the student with that
of the purpose of the learning.
Student
feedback in technology mediated learning has been very positive. Hardaway and
Scammell in their paper looked at the student response with the use of
technology in a business course.
(Hardaway & Scamell, 2005). They showed that students by working with
various search engines were able to locate relevant information, and then by
using web authoring tools to compose their documents, conducting discussions on
the bulletin board, and taking an on-line final exam, the students utilise all
the technology features during their learning experience. “By including these
technology features in the course, students gained an appreciation for the
value of technology within a learning context and the relationship that technology
has to the process of learning. “ (Hardaway
& Scamell, 2005). They
concluded that the challenges of teachers today is the development of courses
that are designed to use technology to enhance the learning experience for the
student and then use valuable face-to-face time to provide richer environment
and productive activities.
Therefore the creation of learning objects
becomes crucial in Digital learning. Huang (2005) who notes from the Virtual Labs Project at Stanford
University, that current methods for the design of multimedia learning modules
are not standardized and lack strong instructional design. (Huang,
2005). The
author discusses the phases in the development of a multimedia module , which
includes :” (1) understand the learning problem and the users’ needs; (2)
design the content to harness the enabling technologies; (3) build multimedia
materials with web style standards and human factors principles; (4) user
testing; (5) Evaluate and improve design.”(Huang,
2005). Here we
therefore see the principles of instructional design being used in the
development of digital content to facilitate learning.
Among the various tools available for digital
learning to occur there certain preferences among educational professionals.
Among certified educational profession it was found that virtual learning
networks, videos sharing and online events scheduling were the most important
web 2.0 application while social bookmarks, social networks and music were the
least important.(Pritchett,
Wohleb, & Pritchett, 2013). They also commented that
many educators are not aware of the benefits technology can offer them as professionals
in carrying out the implementation of the curriculum in their classrooms.
On-line feedback tools play an important role in
Digital education. Results show that students’ prior experiences with traditional feedback
guide their perceived preferences regarding online feedback.” Students were
aware of many specific challenges that they faced during online research, and
expressed a strong desire for technologies that could support identification of
valid and relevant online content. Self-reported, online feedback needs were
consistent with successful features of digital learning environments that have
been shown to support deeper learning”(Ferrara
& Butcher, 2012).
As technology, becomes universally excepted in
education, this framework to understand and describe the kinds of knowledge
required by teachers for effective pedagogical practice resulted in the
creation of the term called Technological Pedagogical Content Knowledge (TPACK). It therefore embraces the concept of
effective technology integration for teaching specific content or subject
matter and requires understanding and negotiating the relationships between
these three components: Technology, Pedagogy, and Content. This framework then
includes the skills of instructional designers, educational technologies and
subject matter experts. Teachers are
able to connect the use of technology to concepts and skills within their
curriculum.(Swan &
Hofer, 2011). In this
study the authors use podcasting as a technology to deliver content in an
economy course. They found that the teachers discovered podcasting added value
to the learning experience with student motivation and offering opportunities
for meaningful alternative assessment and student expression. They also found that teachers demonstrated strong
technological pedagogical knowledge (TPK) i.e. but a lack of technological
content knowledge (TCK) in the design and implementation of the podcasting
projects. (Swan &
Hofer, 2011).
If teachers were trained in TPACK , they were
found to have enhanced used of technology in the selection and use of learning activities and
technologies, becoming more conscious, strategic, and varied; their
instructional planning became more student-centred, focusing primarily upon
students’ intellectual, rather than affective, engagement; and (c) their
quality standards for technology integration were raised, resulting in
deliberate decisions for more judicious educational technology use .(Harris
& Hofer, 2011)
It is clear from this literature review that
digital learning is becoming more and more popular in the research literature
and digital tools have been used effectively to deliver learning programs.
Generally students find digital tools and the way learning has been designed to
deliver content producing a more enriching and engaging experience resulting in
a much more positive acceptance of technology in learning. Educators are
incorporating more digital tools but must be backed with sound principles of
instruction design to ensure that the tools just become enablers of learning.
References
http://www.all4ed.org/digitallearning/what-is-digital-learning Alliance for excellent education
http://c4lpt.co.uk/top100tools/ centre for learning and performance
technology
Camillan
Huang. (2004). Designing high-quality interactive multimedia learning modules.
Computerized Medical Imaging and Graphics, 29, 223–233. doi:10.1016/j.compmedimag.2004.09.017
Ferrara, L. A., & Butcher, K. R. (2012).
Exploring Students’ Perceived Needs and Ideas About Feedback in Online Learning
Environments: Implications for Digital Design. International Journal of Cyber
Behavior, Psychology & Learning, 2(2), 48.
Hardaway, D. E., & Scamell, R. W. (2005). Use
of a Technology-Mediated Learning Instructional Approach For Teaching an
Introduction to Information Technology Course. Journal of Information Systems
Education, 16(2), 137–145.
Harris, J. B., & Hofer, M. J. (2011).
Technological Pedagogical Content Knowledge (TPACK) in Action: A Descriptive
Study of Secondary Teachers’ Curriculum-Based, Technology-Related Instructional
Planning. Journal of Research on Technology in Education, 43(3), 211–229.
Herrington, J., & Kervin, L. (2007).
Authentic Learning Supported by Technology: Ten suggestions and cases of
integration in classrooms. Educational Media International, 44(3), 219–236.
doi:10.1080/09523980701491666
Pritchett, C., Wohleb, E., & Pritchett, C.
(2013). Educators’ Perceived Importance of Web 2.0 Technology Applications.
TechTrends: Linking Research & Practice to Improve Learning, 57(2), 33–38.
doi:10.1007/s11528-013-0643-3
Reynolds, R., & Caperton, I. (2011).
Contrasts in student engagement, meaning-making, dislikes, and challenges in a
discovery-based program of game design learning. Educational Technology
Research & Development, 59(2), 267–289. doi:10.1007/s11423-011-9191-8
Solvie, P., & Kloek, M. (20070600). Using
Technology Tools to Engage Students with Multiple Learning Styles in a
Constructivist Learning Environment. Contemporary Issues in Technology and
Teacher Education, 7(2), 7–27.
Sternberger, C. S. (2012). Interactive Learning
Environment: Engaging Students Using Clickers. Nursing Education Perspectives,
33(2), 121–124. doi:10.5480/1536-5026-33.2.121
Swan, K., & Hofer, M. (2011). In Search of
Technological Pedagogical Content Knowledge: Teachers’ Initial Foray into
Podcasting in Economics. Journal of Research on Technology in Education, 44(1),
75–98.
Walker, R., & Jeurissen, R. (2003). E-Based
Solutions to Support Intercultural Business Ethics Instruction: An Exploratory
Approach in Course Design and Delivery. Journal of Business Ethics, 48(1),
113–126.
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