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Learning is the process of acquiring new understanding , knowledge , behaviors , skills , values , attitudes , and preferences . The ability to learn is possessed by humans , non-human animals , and some machines ; there is also evidence for some kind of learning in certain plants . Some learning is immediate, induced by a single event (e.g. being burned by a hot stove ), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.

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120-426: WBI may refer to: Web-Based Instruction Well-Being Index Whole bowel irrigation Women's Basketball Invitational World Bank Institute Topics referred to by the same term [REDACTED] This disambiguation page lists articles associated with the title WBI . If an internal link led you here, you may wish to change the link to point directly to

240-454: A stimulus . This is based on the notion that a defensive reflex to a stimulus such as withdrawal or escape becomes stronger after the exposure to a different harmful or threatening stimulus. An everyday example of this mechanism is the repeated tonic stimulation of peripheral nerves that occurs if a person rubs their arm continuously. After a while, this stimulation creates a warm sensation that can eventually turn painful. This pain results from

360-507: A 2008 study conducted by the U.S Department of Education , during the 2006–2007 academic year about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component. In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across

480-550: A bond if the object makes sounds. Play generally describes behavior with no particular end in itself, but that improves performance in similar future situations. This is seen in a wide variety of vertebrates besides humans, but is mostly limited to mammals and birds . Cats are known to play with a ball of string when young, which gives them experience with catching prey. Besides inanimate objects, animals may play with other members of their own species or other animals, such as orcas playing with seals they have caught. Play involves

600-587: A chance to exist in the same room as, and share a dialogue with researchers, politicians, and activists. This is because it vaporizes the geographical barriers that would otherwise separate people. Simplified, social media gives students a reach that provides them with opportunities and conversations that allow them to grow as communicators. Social technologies like Twitter can provide students with an archive of free data that goes back multiple decades. Many classrooms and educators are already taking advantage of this free resource—for example, researchers and educators at

720-407: A chess piece (psychomotor). Furthermore, later in the game the person may even learn to love the game itself, value its applications in life, and appreciate its history (affective domain). Transfer of learning is the application of skill, knowledge or understanding to resolve a novel problem or situation that happens when certain conditions are fulfilled. Research indicates that learning transfer

840-524: A child over time. Studies within metacognition have proven the value in active learning, claiming that the learning is usually at a stronger level as a result. In addition, learners have more incentive to learn when they have control over not only how they learn but also what they learn. Active learning is a key characteristic of student-centered learning . Conversely, passive learning and direct instruction are characteristics of teacher-centered learning (or traditional education ). Associative learning

960-511: A class with younger students. Students have access to various enrichment courses in online learning, still participate in college courses, internships, sports, or work, and still graduate with their classes. Computer-based training (CBT) refers to self-paced learning activities delivered on a computer or handheld devices such as a tablet or smartphone. CBT initially delivered content via CD-ROM, and typically presented content linearly, much like reading an online book or manual. For this reason, CBT

1080-431: A condition called learned helplessness . There is evidence for human behavioral learning prenatally , in which habituation has been observed as early as 32 weeks into gestation , indicating that the central nervous system is sufficiently developed and primed for learning and memory to occur very early on in development . Play has been approached by several theorists as a form of learning. Children experiment with

1200-511: A constructivist perspective may emphasize an active learning environment that may incorporate learner-centered problem-based learning , project-based learning , and inquiry-based learning , ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities. An illustrative discussion and example can be found in the 1980s deployment of constructivist cognitive learning in computer literacy, which involved programming as an instrument of learning. LOGO ,

1320-453: A dog might learn to sit as the trainer scratches his ears, which ultimately is removing his itches (undesirable aspect). Positive reinforcement is defined by adding a desirable aspect of life or thing. For example, a dog might learn to sit if he receives a treat. In this example the treat was added to the dog's life. The typical paradigm for classical conditioning involves repeatedly pairing an unconditioned stimulus (which unfailingly evokes

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1440-418: A facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners. Educators utilizing

1560-685: A form of learning is central to a child's learning and development. Through play, children learn social skills such as sharing and collaboration. Children develop emotional skills such as learning to deal with the emotion of anger, through play activities. As a form of learning, play also facilitates the development of thinking and language skills in children. There are five types of play: These five types of play are often intersecting. All types of play generate thinking and problem-solving skills in children. Children learn to think creatively when they learn through play. Specific activities involved in each type of play change over time as humans progress through

1680-768: A fun way to revise. When the experience is enjoyable, the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that connect schools across geographical frontiers. Known as "eTwinning", computer-supported collaborative learning (CSCL) allows learners in one school to communicate with learners in another that they would not get to know otherwise, enhancing educational outcomes and cultural integration. Further, many researchers distinguish between collaborative and cooperative approaches to group learning. For example, Roschelle and Teasley (1995) argue that "cooperation

1800-433: A given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology. Educational technology is the process of integrating technology into education in a positive manner that promotes a more diverse learning environment and a way for students to learn how to use technology as well as their common assignments. Accordingly, there are several discrete aspects to describing

1920-459: A high probability of long-term cost-effectiveness. Improved Internet functionality enabled new schemes of communication with multimedia or webcams . The National Center for Education Statistics estimates the number of K-12 students enrolled in online distance learning programs increased by 65% from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback. According to

2040-409: A learner interacts with the e-learning environment, it is called augmented learning . By adapting to the needs of individuals, the context-driven instruction can be dynamically tailored to the learner's natural environment. Augmented digital content may include text, images, video, audio (music and voice). By personalizing instruction, augmented learning has been shown to improve learning performance for

2160-576: A learning system, named Celeration, which was based on behavior analysis but substantially differed from Keller's and Skinner's models. Cognitive science underwent significant change in the 1960s and 1970s to the point that some described the period as a "cognitive revolution", particularly in reaction to behaviorism. While retaining the empirical framework of behaviorism , cognitive psychology theories look beyond behavior to explain brain-based learning by considering how human memory works to promote learning. It refers to learning as "all processes by which

2280-424: A lifetime. See also minimally invasive education . Moore (1989) purported that three core types of interaction are necessary for quality, effective online learning: In his theory of transactional distance, Moore (1993) contented that structure and interaction or dialogue bridge the gap in understanding and communication that is created by geographical distances (known as transactional distance). Rote learning

2400-548: A long history; researchers in the early 20th century described the possibility that "...habits or mental acts developed by a particular kind of training may inhibit rather than facilitate other mental activities". Finally, Schwarz, Bransford and Sears (2005) have proposed that transferring knowledge into a situation may differ from transferring knowledge out to a situation as a means to reconcile findings that transfer may both be frequent and challenging to promote. A significant and long research history has also attempted to explicate

2520-441: A low rate as well as for the weak and strong stimuli, respectively. Habituation has been shown in essentially every species of animal, as well as the sensitive plant Mimosa pudica and the large protozoan Stentor coeruleus . This concept acts in direct opposition to sensitization. Sensitization is an example of non-associative learning in which the progressive amplification of a response follows repeated administrations of

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2640-524: A need to further develop educational services across the globe, primarily to developing countries. In 1960, the University of Illinois created a system of linked computer terminals, known as the Intranet, to give students access to recorded lectures and course materials that they could watch or use in their free time. This type of concept, called PLATO (programmed logic for automatic teaching operations),

2760-411: A primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives. Constructivist learning environments require students to use their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning (Termos, 2012 ). Under this framework, the role of the teacher becomes that of

2880-446: A product of social interaction and active involvement in both online and onsite courses. Research implies that some un-assessed aspects of onsite and online learning challenge the equivalency of education between the two modalities. Both onsite and online learning have distinct advantages with traditional on-campus students experiencing higher degrees of incidental learning in three times as many areas as online students. Additional research

3000-468: A programming language, embodied an attempt to integrate Piagetian ideas with computers and technology. Initially there were broad, hopeful claims, including "perhaps the most controversial claim" that it would "improve general problem-solving skills" across disciplines. However, LOGO programming skills did not consistently yield cognitive benefits. It was "not as concrete" as advocates claimed, it privileged "one form of reasoning over all others", and it

3120-696: A progressively amplified synaptic response of the peripheral nerves. This sends a warning that the stimulation is harmful. Sensitization is thought to underlie both adaptive as well as maladaptive learning processes in the organism. Active learning occurs when a person takes control of his/her learning experience. Since understanding information is the key aspect of learning, it is important for learners to recognize what they understand and what they do not. By doing so, they can monitor their own mastery of subjects. Active learning encourages learners to have an internal dialogue in which they verbalize understandings. This and other meta-cognitive strategies can be taught to

3240-517: A prominent role in education. From the early twentieth century, duplicating machines such as the mimeograph and Gestetner stencil devices were used to produce short copy runs (typically 10–50 copies) for classroom or home use. The use of media for instructional purposes is generally traced back to the first decade of the 20th century with the introduction of educational films (the 1900s) and Sidney Pressey's mechanical teaching machines (1920s). The first all multiple choice , large-scale assessment

3360-438: A real predator. Soon the birds react less, showing habituation. If another stuffed owl is introduced (or the same one removed and re-introduced), the birds react to it again as though it were a predator, demonstrating that it is only a very specific stimulus that is habituated to (namely, one particular unmoving owl in one place). The habituation process is faster for stimuli that occur at a high rather than for stimuli that occur at

3480-456: A reflexive response) with another previously neutral stimulus (which does not normally evoke the response). Following conditioning, the response occurs both to the unconditioned stimulus and to the other, unrelated stimulus (now referred to as the "conditioned stimulus"). The response to the conditioned stimulus is termed a conditioned response . The classic example is Ivan Pavlov and his dogs. Pavlov fed his dogs meat powder, which naturally made

3600-526: A result of an event. For example, a fear of dogs that follows being bitten by a dog is episodic learning. Episodic learning is so named because events are recorded into episodic memory , which is one of the three forms of explicit learning and retrieval, along with perceptual memory and semantic memory . Episodic memory remembers events and history that are embedded in experience and this is distinguished from semantic memory, which attempts to extract facts out of their experiential context or – as some describe –

3720-583: A shared interest in the topic of learning from safety events such as incidents/accidents , or in collaborative learning health systems ). Research in such fields has led to the identification of various sorts of learning. For example, learning may occur as a result of habituation , or classical conditioning , operant conditioning or as a result of more complex activities such as play , seen only in relatively intelligent animals. Learning may occur consciously or without conscious awareness. Learning that an aversive event cannot be avoided or escaped may result in

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3840-472: A significant cost to animals, such as increased vulnerability to predators and the risk of injury and possibly infection . It also consumes energy , so there must be significant benefits associated with play for it to have evolved. Play is generally seen in younger animals, suggesting a link with learning. However, it may also have other benefits not associated directly with learning, for example improving physical fitness . Play, as it pertains to humans as

3960-748: A significant portion, is delivered by the Internet . "Virtual" is used in that broader way to describe a course that is not taught in a classroom face-to-face but "virtually" with people not having to go to the physical classroom to learn. Accordingly, virtual education refers to a form of distance learning in which course content is delivered using various methods such as course management applications , multimedia resources, and videoconferencing . Virtual education and simulated learning opportunities, such as games or dissections, offer opportunities for students to connect classroom content to authentic situations. Educational content, pervasively embedded in objects,

4080-419: A stimulus diminishes when the stimulus is repeated. Thus, habituation must be distinguished from extinction , which is an associative process. In operant extinction, for example, a response declines because it is no longer followed by a reward. An example of habituation can be seen in small song birds—if a stuffed owl (or similar predator ) is put into the cage, the birds initially react to it as though it were

4200-534: A timeless organization of knowledge. For instance, if a person remembers the Grand Canyon from a recent visit, it is an episodic memory. He would use semantic memory to answer someone who would ask him information such as where the Grand Canyon is. A study revealed that humans are very accurate in the recognition of episodic memory even without deliberate intention to memorize it. This is said to indicate

4320-447: A variety of media. Major high-tech companies have funded schools to provide them with the ability to teach their students through technology. 2015 was the first year that private nonprofit organizations enrolled more online students than for-profits, although public universities still enrolled the highest number of online students. In the fall of 2015, more than 6 million students enrolled in at least one online course. In 2020, due to

4440-484: A very large storage capacity of the brain for things that people pay attention to. Multimedia learning is where a person uses both auditory and visual stimuli to learn information. This type of learning relies on dual-coding theory . Electronic learning or e-learning is computer-enhanced learning. A specific and always more diffused e-learning is mobile learning (m-learning), which uses different mobile telecommunication equipment, such as cellular phones . When

4560-415: Is memorizing information so that it can be recalled by the learner exactly the way it was read or heard. The major technique used for rote learning is learning by repetition , based on the idea that a learner can recall the material exactly (but not its meaning) if the information is repeatedly processed. Rote learning is used in diverse areas, from mathematics to music to religion. Meaningful learning

4680-417: Is a component of the smart city concept. Helping people and children learn in ways that are easier, faster, more accurate, or less expensive can be traced back to the emergence of very early tools, such as paintings on cave walls. Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium. Since their introduction, books and pamphlets have played

4800-490: Is a kind of learning occurring at a particular life stage that is rapid and apparently independent of the consequences of behavior. In filial imprinting, young animals, particularly birds, form an association with another individual or in some cases, an object, that they respond to as they would to a parent. In 1935, the Austrian Zoologist Konrad Lorenz discovered that certain birds follow and form

4920-450: Is a type of learning based on dialogue. In incidental teaching learning is not planned by the instructor or the student, it occurs as a byproduct of another activity — an experience, observation, self-reflection, interaction, unique event (e.g. in response to incidents/accidents), or common routine task. This learning happens in addition to or apart from the instructor's plans and the student's expectations. An example of incidental teaching

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5040-460: Is accomplished by the division of labor among participants, as an activity where each person is responsible for a portion of the problem solving", in contrast with collaboration that involves the "mutual engagement of participants in a coordinated effort to solve the problem together." Social technology, and social media specifically, provides avenues for student learning that would not be available otherwise. For example, it provides ordinary students

5160-428: Is all around the learner, who may not even be conscious of the learning process. The combination of adaptive learning , using an individualized interface and materials, which accommodate to an individual, who thus receives personally differentiated instruction, with ubiquitous access to digital resources and learning opportunities in a range of places and at various times, has been termed smart learning. Smart learning

5280-646: Is always related to semiosis , and is often associated with representational systems/activity. There are various functional categorizations of memory which have developed. Some memory researchers distinguish memory based on the relationship between the stimuli involved (associative vs non-associative) or based to whether the content can be communicated through language (declarative/explicit vs procedural/implicit). Some of these categories can, in turn, be parsed into sub-types. For instance, declarative memory comprises both episodic and semantic memory. Non-associative learning refers to "a relatively permanent change in

5400-463: Is called for to investigate the implications of these findings both conceptually and pedagogically. Benjamin Bloom has suggested three domains of learning in his taxonomy which are: These domains are not mutually exclusive. For example, in learning to play chess , the person must learn the rules (cognitive domain)—but must also learn how to set up the chess pieces and how to properly hold and move

5520-676: Is descended from those early experiments. Online education originated from the University of Illinois in 1960. Although the internet would not be created for another decade, students were able to access class information with linked computer terminals. Online learning emerged in 1982 when the Western Behavioral Sciences Institute in La Jolla, California, opened its School of Management and Strategic Studies. The school employed computer conferencing through

5640-426: Is infrequent; most common when "... cued, primed, and guided..." and has sought to clarify what it is, and how it might be promoted through instruction. Over the history of its discourse, various hypotheses and definitions have been advanced. First, it is speculated that different types of transfer exist, including: near transfer, the application of skill to solve a novel problem in a similar context; and far transfer,

5760-443: Is not found in its ability to establish a method for distance learning, but rather in its power to make this type of learning process more efficient by providing a medium in which the instructor and their students can virtually interact with one another in real-time. The topic of online education started primarily in the late 1900s when institutions and businesses started to make products to assist students' learning. These groups desired

5880-488: Is often more complex than a subject matter expert or teacher is able to use. The lack of human interaction can limit both the type of content that can be presented and the type of assessment that can be performed and may need supplementation with online discussion or other interactive elements. Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks, allowing social learning . CSCL

6000-610: Is often used to teach static processes, such as using software or completing mathematical equations. Computer-based training is conceptually similar to web-based training (WBT), which is delivered via Internet using a web browser . Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple-choice questions, drag-and-drop, radio button, simulation, or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in

6120-583: Is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students become more open-minded because they have to actively listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills. Asynchronous learning may use technologies such as learning management systems , email , blogs , wikis , and discussion boards , as well as web -supported textbooks, hypertext documents, audio video courses, and social networking using web 2.0 . At

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6240-540: Is similar in concept to the terminology, "e-learning 2.0" and "networked collaborative learning" (NCL). With Web 2.0 advances, sharing information between multiple people in a network has become much easier and use has increased. One of the main reasons for its usage states that it is "a breeding ground for creative and engaging educational endeavors." Learning takes place through conversations about content and grounded interaction about problems and actions. This collaborative learning differs from instruction in which

6360-2100: Is someone who is trained in the field of educational technology. Educational technologists try to analyze, design, develop, implement, and evaluate processes and tools to enhance learning. While the term educational technologist is used primarily in the United States, learning technologist is a synonymous term used in the UK as well as Canada. Modern electronic educational technology is an important part of society today. Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, edtech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI), internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication , cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning , virtual learning environments (VLE) (which are also called learning platforms), m-learning , and digital education. Each of these numerous terms has had its advocates, who point up potential distinctive features. However, many terms and concepts in educational technology have been defined nebulously. For example, Singh and Thurman cite over 45 definitions for online learning. Moreover, Moore saw these terminologies as emphasizing particular features such as digitization approaches, components, or delivery methods rather than being fundamentally dissimilar in concept or principle. For example, m-learning emphasizes mobility, which allows for altered timing, location, accessibility, and context of learning; nevertheless, its purpose and conceptual principles are those of educational technology. In practice, as technology has advanced,

6480-523: Is the combined use of computer hardware, software, and educational theory and practice to facilitate learning . When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age , Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define

6600-399: Is the concept that learned knowledge (e.g., a fact) is fully understood to the extent that it relates to other knowledge. To this end, meaningful learning contrasts with rote learning in which information is acquired without regard to understanding. Meaningful learning, on the other hand, implies there is a comprehensive knowledge of the context of the facts learned. Evidence-based learning

6720-417: Is the process by which a person or animal learns an association between two stimuli or events. In classical conditioning , a previously neutral stimulus is repeatedly paired with a reflex-eliciting stimulus until eventually the neutral stimulus elicits a response on its own. In operant conditioning, a behavior that is reinforced or punished in the presence of a stimulus becomes more or less likely to occur in

6840-552: Is the process by which people self-educate if a topic is exposed to them in a context that they already enjoy. For example, after playing a music-based video game, some people may be motivated to learn how to play a real instrument, or after watching a TV show that references Faust and Lovecraft, some people may be inspired to read the original work. Self-education can be improved with systematization. According to experts in natural learning, self-oriented learning training has proven an effective tool for assisting independent learners with

6960-440: Is the small and ideal period of time between the subject performing the desired behavior, and receiving the positive reinforcement as a result of their performance. The reward needs to be given immediately after the completion of the wanted behavior. Operant conditioning is different from classical conditioning in that it shapes behavior not solely on bodily reflexes that occur naturally to a specific stimulus, but rather focuses on

7080-412: Is the use of evidence from well designed scientific studies to accelerate learning. Evidence-based learning methods such as spaced repetition can increase the rate at which a student learns. Formal learning is a deliberate way attaining of knowledge, which takes place within a teacher-student environment, such as in a school system or work environment. The term formal learning has nothing to do with

7200-412: Is when an aversive aspect of life or thing is added to the subject, for this reason it is called positive punishment. For example, the parent spanking their child would be considered a positive punishment, because a spanking was added to the child. Negative punishment is considered the removal of something loved or desirable from the subject. For example, when a parent puts his child in time out, in reality,

7320-491: Is when the instructor places a train set on top of a cabinet. If the child points or walks towards the cabinet, the instructor prompts the student to say "train". Once the student says "train", he gets access to the train set. Here are some steps most commonly used in incidental teaching: Incidental learning is an occurrence that is not generally accounted for using the traditional methods of instructional objectives and outcomes assessment. This type of learning occurs in part as

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7440-610: The Civilization games are presented as an example – by using these modules gamers can dig deeper for knowledge about historical events in the gameplay. The importance of rules that regulate learning modules and game experience is discussed by Moreno, C., in a case study about the mobile game Kiwaka . In this game, developed by Landka in collaboration with ESA and ESO , progress is rewarded with educational content, as opposed to traditional education games where learning activities are rewarded with gameplay. Dialogic learning

7560-555: The COVID-19 pandemic , many schools across the world were forced to close, which left more and more grade-school students participating in online learning, and university-level students enrolling in online courses to enforce distance learning. Organizations such as Unesco have enlisted educational technology solutions to help schools facilitate distance education . The pandemic's extended lockdowns and focus on distance learning has attracted record-breaking amounts of venture capital to

7680-827: The New Jersey Institute of Technology as well as developments at the University of Guelph in Canada. In the UK, the Council for Educational Technology supported the use of educational technology, in particular administering the government's National Development Programme in Computer Aided Learning (1973–1977) and the Microelectronics Education Programme (1980–1986). By the mid-1980s, accessing course content became possible at many college libraries. In computer-based training (CBT) or computer-based learning (CBL),

7800-513: The New Jersey Institute of Technology 's Electronic Information Exchange System (EIES) to deliver a distance education program to business executives. Starting in 1985, Connected Education offered the first totally online master's degree in media studies, through The New School in New York City, also via the EIES computer conferencing system. Subsequent courses were offered in 1986 by

7920-615: The 1950s in educational institutional settings. Cuisenaire rods were devised in the 1920s and saw widespread use from the late 1950s. In the mid-1960s, Stanford University psychology professors, Patrick Suppes and Richard C. Atkinson , experimented with using computers to teach arithmetic and spelling via Teletypes to elementary school students in the Palo Alto Unified School District in California . Stanford's Education Program for Gifted Youth

8040-486: The 1990s, teachers embarked on the method of using emerging technologies to employ multi-object oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for their students. By 1994, the first online high school had been founded. In 1997, Graziadei described criteria for evaluating products and developing technology-based courses that include being portable, replicable, scalable, affordable, and having

8160-547: The EU. Computer-mediated communication (CMC) is between learners and instructors, mediated by the computer. In contrast, CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires the scalarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks. Students growing up in this digital age have extensive exposure to

8280-481: The EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world." In addition to

8400-712: The Electronic University Network for DOS and Commodore 64 computers. In 2002, MIT began providing online classes free of charge. As of 2009 , approximately 5.5 million students were taking at least one class online. Currently, one out of three college students takes at least one online course while in college. At DeVry University , out of all students that are earning a bachelor's degree, 80% earn two-thirds of their requirements online. Also, in 2014, 2.85 million students out of 5.8 million students that took courses online, took all of their courses online. From this information, it can be concluded that

8520-477: The United States and Canada in 2008–2009. Disadvantages of this form of educational technology are readily apparent: image and sound quality are often grainy or pixelated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast; space becomes an issue; and specialized equipment is required for both the provider and the participant. The Open University in Britain and

8640-533: The University of British Columbia (where Web CT, now incorporated into Blackboard Inc., was first developed) began a revolution of using the Internet to deliver learning, making heavy use of web-based training, online distance learning, and online discussion between students. Practitioners such as Harasim (1995) put heavy emphasis on the use of learning networks. With the advent of the World Wide Web in

8760-500: The University of Central Florida in 2011 used Tweets posted relating to emergencies like Hurricane Irene as data points, in order to teach their students how to code data. Social media technologies also allow instructors the ability to show students how professional networks facilitate work on a technical level. This is an instructional strategy where the majority of the initial learning occurs first at home using technology. Then, students will engage with higher-order learning tasks in

8880-400: The application of skill to solve a novel problem presented in a different context. Furthermore, Perkins and Salomon (1992) suggest that positive transfer in cases when learning supports novel problem solving, and negative transfer occurs when prior learning inhibits performance on highly correlated tasks, such as second or third-language learning. Concepts of positive and negative transfer have

9000-448: The best ways to learn something is to teach it to others. 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. Collaborative apps allow students and teachers to interact while studying. Apps are designed after games, which provide

9120-451: The child is losing the opportunity to be with friends, or to enjoy the freedom to do as he pleases. In this example, negative punishment is the removal of the child's desired rights to play with his friends etc. Reinforcement on the other hand is used to increase a wanted behavior either through negative reinforcement or positive reinforcement. Negative reinforcement is defined by removing an undesirable aspect of life, or thing. For example,

9240-483: The children participated in everyday activities, they learned the cultural significance of these interactions. The collaborative and helpful behaviors exhibited by Mexican and Mexican-heritage children is a cultural practice known as being "acomedido". Chillihuani girls in Peru described themselves as weaving constantly, following behavior shown by the other adults. Episodic learning is a change in behavior that occurs as

9360-434: The classroom with the teacher. Often, online tools are used for the individual at-home learning, such as: educational videos, learning management systems, interactive tools, and other web-based resources. Some advantages of flipped learning include improved learning performance, enhanced student satisfaction and engagement, flexibility in learning, and increased interaction opportunities between students and instructors. On

9480-476: The culture. This is different from acculturation , where a person adopts the values and societal rules of a culture different from their native one. Multiple examples of enculturation can be found cross-culturally. Collaborative practices in the Mazahua people have shown that participation in everyday interaction and later learning activities contributed to enculturation rooted in nonverbal social experience. As

9600-401: The dogs learned that the bell signaled that food was about to come, and began to salivate when they heard the bell. Once this occurred, the bell became the conditioned stimulus (CS) and the salivation to the bell became the conditioned response (CR). Classical conditioning has been demonstrated in many species. For example, it is seen in honeybees, in the proboscis extension reflex paradigm. It

9720-428: The dogs salivate—salivating is a reflexive response to the meat powder. Meat powder is the unconditioned stimulus (US) and the salivation is the unconditioned response (UR). Pavlov rang a bell before presenting the meat powder. The first time Pavlov rang the bell, the neutral stimulus, the dogs did not salivate, but once he put the meat powder in their mouths they began to salivate. After numerous pairings of bell and food,

9840-552: The ed-tech sector. In 2020, in the United States alone, ed-tech startups raised $ 1.78 billion in venture capital spanning 265 deals, compared to $ 1.32 billion in 2019. Various pedagogical perspectives or learning theories may be considered in designing and interacting with educational technology. E-learning theory examines these approaches. These theoretical perspectives are grouped into three main theoretical schools or philosophical frameworks: behaviorism , cognitivism , and constructivism . This theoretical framework

9960-554: The extent to which technology is used. For example, "hybrid learning" or " blended learning " may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning. "Distributed learning" may describe either the e-learning component of a hybrid approach, or fully online distance learning environments. E-learning may either be synchronous or asynchronous . Synchronous learning occurs in real-time, with all participants interacting at

10080-417: The field of computer science. Another major influence on the field of cognitive science is Noam Chomsky . Today researchers are concentrating on topics like cognitive load , information processing , and media psychology . These theoretical perspectives influence instructional design . There are two separate schools of cognitivism, and these are the cognitivist and social cognitivist. The former focuses on

10200-454: The form of certificates. CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance learning. However, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs

10320-477: The formal-learning systems if they get work done in informal-learning circuits. They may be given time to assist international youth workshops and training courses, on the condition they prepare, contribute, share, and can prove this offered valuable new insight, helped to acquire new skills, a place to get experience in organizing, teaching , etc. To learn a skill, such as solving a Rubik's Cube quickly, several factors come into play at once: Tangential learning

10440-533: The formality of the learning, but rather the way it is directed and organized. In formal learning, the learning or training departments set out the goals and objectives of the learning and oftentimes learners will be awarded with a diploma, or a type of formal recognition. Non-formal learning is organized learning outside the formal learning system. For example, learning by coming together with people with similar interests and exchanging viewpoints, in clubs or in (international) youth organizations, and workshops. From

10560-544: The instructor is the principal source of knowledge and skills. The neologism "e-learning 1.0" refers to direct instruction used in early computer-based learning and training systems (CBL). In contrast to that linear delivery of content, often directly from the instructor's material, CSCL uses social software such as blogs , social media, wikis , podcasts , cloud-based document portals, discussion groups and virtual worlds. This phenomenon has been referred to as Long Tail Learning. Advocates of social learning claim that one of

10680-443: The intellectual and technical development of educational technology: Educational technology is an inclusive term for both the material tools and processes, and the theoretical foundations for supporting learning and teaching . Educational technology is not restricted to advanced technology but is anything that enhances classroom learning in the utilization of blended, face-to-face, or online learning . An educational technologist

10800-410: The intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=WBI&oldid=1238482972 " Category : Disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages Web-Based Instruction Educational technology (commonly abbreviated as edutech , or edtech )

10920-537: The learner ponders his or her situation. This type of learning does not require a professor of any kind, and learning outcomes are unforeseen following the learning experience. Informal learning is self-directed and because it focuses on day-to-day situations, the value of informal learning can be considered high. As a result, information retrieved from informal learning experiences will likely be applicable to daily life. Children with informal learning can at times yield stronger support than subjects with formal learning in

11040-454: The learner's perspective, informal learning can become purposeful, because the learner chooses which rate is appropriate to learn and because this type of learning tends to take place within smaller groups or by oneself. The educational system may use a combination of formal, informal, and nonformal learning methods. The UN and EU recognize these different forms of learning (cf. links below). In some schools, students can get points that count in

11160-444: The learning interaction was between the student and computer drills or micro-world simulations. Digitized communication and networking in education started in the mid-1980s. Educational institutions began to take advantage of the new medium by offering distance learning courses using computer networking for information. Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby

11280-437: The learning of emotion through classical conditioning principles. Observational learning is learning that occurs through observing the behavior of others. It is a form of social learning which takes various forms, based on various processes. In humans, this form of learning seems to not need reinforcement to occur, but instead, requires a social model such as a parent, sibling, friend, or teacher with surroundings. Imprinting

11400-421: The lifespan. Play as a form of learning, can occur solitarily, or involve interacting with others. Enculturation is the process by which people learn values and behaviors that are appropriate or necessary in their surrounding culture . Parents, other adults, and peers shape the individual's understanding of these values. If successful, enculturation results in competence in the language, values, and rituals of

11520-406: The natural phases of learning. Extra Credits writer and game designer James Portnow was the first to suggest games as a potential venue for "tangential learning". Mozelius et al. points out that intrinsic integration of learning content seems to be a crucial design factor, and that games that include modules for further self-studies tend to present good results. The built-in encyclopedias in

11640-466: The number of students taking classes online is on a steady increase. The recent article, "Shift Happens: Online Education as a New Paradigm in Learning", Linda Harasim covers an overview of the history of online education as well as a framework for understanding the type of need it addresses. The concept of distance learning has already been invented for many centuries. The value of online education

11760-457: The organizer's point of reference, non-formal learning does not always need a main objective or learning outcome. From the learner's point of view, non-formal learning, although not focused on outcomes, often results in an intentional learning opportunity. Informal learning is less structured than "non-formal learning". It may occur through the experience of day-to-day situations (for example, one would learn to look ahead while walking because of

11880-629: The other hand, the disadvantages of flipped learning involve challenges related to student motivation, internet accessibility, quality of videos, and increased workload for teachers. Learning Human learning starts at birth (it might even start before ) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fields (including educational psychology , neuropsychology , experimental psychology , cognitive sciences , and pedagogy ), as well as emerging fields of knowledge (e.g. with

12000-468: The particular "narrowly defined" terminological aspect that was initially emphasized by name has blended into the general field of educational technology. Initially, "virtual learning" as narrowly defined in a semantic sense implied entering an environmental simulation within a virtual world , for example in treating posttraumatic stress disorder (PTSD). In practice, a "virtual education course" refers to any instructional course in which all, or at least

12120-485: The possible dangers inherent in not paying attention to where one is going). It is learning from life, during a meal at the table with parents, during play , and while exploring etc.. For the learner, informal learning is most often an experience of happenstance, and not a deliberately planned experience. Thus this does not require enrollment into any class. Unlike formal learning, informal learning typically does not lead to accreditation. Informal learning begins to unfold as

12240-1035: The practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory , computer-based training, online learning, and m-learning where mobile technologies are used. The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". It denotes instructional technology as "the theory and practice of design , development, utilization, management, and evaluation of processes and resources for learning". As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research , and in

12360-404: The presence of that stimulus. Operant conditioning is a way in which behavior can be shaped or modified according to the desires of the trainer or head individual. Operant conditioning uses the thought that living things seek pleasure and avoid pain, and that an animal or human can learn through receiving either reward or punishment at a specific time called trace conditioning. Trace conditioning

12480-508: The professional educational level, training may include virtual operating rooms . Asynchronous learning is beneficial for students who have health problems or who have childcare responsibilities. They have the opportunity to complete their work in a low-stress environment and within a more flexible time frame. In asynchronous online courses, students are allowed the freedom to complete work at their own pace. Being non-traditional students, they can manage their daily life and school and still have

12600-486: The role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer-supported collaborative learning (CSCL), which encouraged the shared development of knowledge. Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with museum education . Even in recent years, videoconferencing has risen in popularity to reach over 20,000 students across

12720-503: The same time. In contrast, asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency on other participants' involvement at the same time. Synchronous learning refers to exchanging ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone

12840-477: The sensory input is transformed, reduced, elaborated, stored, recovered, and used" by the human mind. The Atkinson-Shiffrin memory model and Baddeley's working memory model were established as theoretical frameworks. Computer science and information technology have had a major influence on cognitive science theory. The cognitive concepts of working memory (formerly known as short-term memory) and long-term memory have been facilitated by research and technology from

12960-583: The shaping of wanted behavior that requires conscious thought, and ultimately requires learning. Punishment and reinforcement are the two principal ways in which operant conditioning occurs. Punishment is used to reduce unwanted behavior, and ultimately (from the learner's perspective) leads to avoidance of the punishment, not necessarily avoidance of the unwanted behavior. Punishment is not an appropriate way to increase wanted behavior for animals or humans. Punishment can be divided into two subcategories, positive punishment and negative punishment. Positive punishment

13080-409: The social aspect. Asynchronous collaborations allow the student to reach out for help when needed and provide helpful guidance, depending on how long it takes them to complete the assignment. Many tools used for these courses are but are not limited to: videos, class discussions, and group projects. Through online courses, students can earn their diplomas faster, or repeat failed courses without being in

13200-426: The strength of response to a single stimulus due to repeated exposure to that stimulus." This definition exempts the changes caused by sensory adaptation , fatigue , or injury. Non-associative learning can be divided into habituation and sensitization . Habituation is an example of non-associative learning in which one or more components of an innate response (e.g., response probability, response duration) to

13320-399: The topic of mathematics. Daily life experiences take place in the workforce, family life, and any other situation that may arise during one's lifetime. Informal learning is voluntary from the learner's viewpoint, and may require making mistakes and learning from them. Informal learning allows the individual to discover coping strategies for difficult emotions that may arise while learning. From

13440-549: The understanding of the thinking or cognitive processes of an individual while the latter includes social processes as influences in learning besides cognition. These two schools, however, share the view that learning is more than a behavioral change but is rather a mental process used by the learner. Educational psychologists distinguish between several types of constructivism : individual (or psychological) constructivism, such as Piaget's theory of cognitive development , and social constructivism . This form of constructivism has

13560-431: The view of teaching people how to do something with rewards and punishments, it is related to training people. B.F. Skinner wrote extensively on improvements in teaching based on his functional analysis of verbal behavior and wrote "The Technology of Teaching", an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction . Ogden Lindsley developed

13680-419: The world, learn the rules, and learn to interact through play. Lev Vygotsky agrees that play is pivotal for children's development, since they make meaning of their environment through playing educational games. For Vygotsky, however, play is the first form of learning language and communication, and the stage where a child begins to understand rules and symbols. This has led to a view that learning in organisms

13800-460: Was developed in the early 20th century based on animal learning experiments by Ivan Pavlov , Edward Thorndike , Edward C. Tolman , Clark L. Hull , and B.F. Skinner . Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis. Teaching in behaviorism has been linked to training, emphasizing animal learning experiments. Since behaviorism consists of

13920-500: Was difficult to apply the thinking activity to non- LOGO -based activities. By the late 1980s, LOGO and other similar programming languages had lost their novelty and dominance and were gradually de-emphasized amid criticisms. The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning . A variety of descriptive terms have been employed (somewhat inconsistently) to categorize

14040-450: Was rapidly introduced throughout the globe. Many institutions adopted this similar technique while the internet was in its developmental phase. In 1971, Ivan Illich published a hugely influential book, Deschooling Society , in which he envisioned "learning webs" as a model for people to network the learning they needed. The 1970s and 1980s saw notable contributions in computer-based learning by Murray Turoff and Starr Roxanne Hiltz at

14160-419: Was recently also demonstrated in garden pea plants. Another influential person in the world of classical conditioning is John B. Watson . Watson's work was very influential and paved the way for B.F. Skinner 's radical behaviorism. Watson's behaviorism (and philosophy of science) stood in direct contrast to Freud and other accounts based largely on introspection. Watson's view was that the introspective method

14280-494: Was the Army Alpha , used to assess the intelligence and, more specifically, the aptitudes of World War I military recruits. Further large-scale use of technologies was employed in training soldiers during and after WWII using films and other mediated materials, such as overhead projectors . The concept of hypertext is traced to the description of memex by Vannevar Bush in 1945. Slide projectors were widely used during

14400-470: Was too subjective and that we should limit the study of human development to directly observable behaviors. In 1913, Watson published the article "Psychology as the Behaviorist Views", in which he argued that laboratory studies should serve psychology best as a science. Watson's most famous, and controversial, experiment was " Little Albert ", where he demonstrated how psychologists can account for

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