E-Training & Virtual Environments

           Do not forget to be creative! This is an option and a way to happiness.           

 

Solutions 21st Century Skills  BETT 2009- Londra: Siveco&Sanako  Moodle platform  Keys skills  Microsoft Surface  Intel - Dell

 
Course: E-Training | Master of Science (Computer Science)
Software: Moodle Platform, Drupal Platform, Web 2.0 Technologies
MOTTO: "Cea mai bună modalitate de a prezice viitorul este să îl creezi tu însuţi." Peter Drucker; "Learning never exhausts the mind.Leonardo da Vinci

Google: A New World for Learning

Education Initiatives (for teachers, for organizations, for students ): Making learning magical; Empowering innovative communities; Building a foundation of technology and access

- https://docs.google.com/


Teaching vs. Learning: "Este mult mai greu să-i înveţi pe studenţi cum să înveţe decât să le predai." Henry Hallett Dale (1875-1968), Premiul Nobel in Psihologie si Medicina (1936)

"Education and training are the keys to success in the current global information society. To succeed in today's environment, new skills must be developed that will continue to respond to changes; these skills depend on the ability of employees to think critically, to solve problems and anticipate new opportunities." Stefan Morcov, ICVL 2011

"Imaginaţia este sursa tuturor realizărilor umane." Sir Ken Robinson http://sirkenrobinson.com

Book: Out of Our Minds: Learning to be Creative (Wiley/Capstone) By Sir Ken Robinson

A Conversation with Sir Ken Robinson: How is Technology Transforming Education? http://blogs.adobe.com

Book by Sir ken Robinson

Complexitatea procesului de învăţare
De-a lungul vremii, în toate domeniile ştiinţifice se schimbă teoriile, metodele şi tehnicile de investigare, de aceea dinamica cunoaşterii umane influenţează dezvoltarea generală a societăţii umane. Pentru a obţine evoluţie şi eficienţă în viaţa sa, omul trebuie să se adapteze continuu la aceste schimbări ale cunoaşterii. În domeniul educaţiei, şi în special al învăţării şi perfecţionării, apariţia de noi tehnologii ale informaţiei şi comunicării (TIC), îmbunătăţirea teoriilor pedagogice şi psihologice, obligă pe elevi/studenţi, profesori, părinţi şi pe specialişti, să se adapteze la aceste schimbări.
Ce fac elevii şi studentii? Ce fac profesorii şi părinţii? Ce fac specialiştii? Ce fac guvernele ţărilor? read more: www.unibuc.ro/prof/vlada_m/  (The Power of Learning)
 
Moodle platform: Moodle is a course management system designed to help educators who want to create quality online courses; "Moodle is a real gift to forward thinking educators" - www.moodlle.com 
Drupal platform: Drupal is a free software package that allows an individual or a community of users to easily publish, manage and organize a wide variety of content on a website; Drupal.org is the official website of Drupal, an open source content management platform - www.drupal.org
Dacă în deceniul 70 (secolul XX) la nivel universitar, erau câteva discipline proprii informaticii, astăzi există domenii complexe ale Informaticii: Sisteme de operare, Arhitectura calculatoarelor, Programare şi Software Engineering, Reţele de calculatoare şi Computing, Baze de date şi sisteme informatice, Programare şi dezvoltare Web, Grafică pe calculator şi realitate virtuală, Geometria computaţională, Modelare şi simulare, Calcul paralel şi distribuit, Inteligenţă artificială şi sisteme expert, Ingineria cunoaşterii, e-learning si e-instruire.

Improve your brain health and performance

Build your Personalized Training Program

  •     Enhance memory and attention
  •     Web-based personalized training program
  •     Track changes in brain performance

Source: http://www.lumosity.com/app/v4/personalization

CONNECTING EDUCATION & TECHNOLOGY:http://edudemic.com

Improve your brain health and performance
  • "The field of learning is full of many theories, with many dating back over 60 years. However, the majority of the currently popular theories are based upon studies that have been conducted during the past 20 years. On the whole, these theories can be categorized into five main types: humanist, behaviourist, cognitive, social learning, and critical reflection. Each orientation has its strengths and limitations, and there are some situations when one theory might be more applicable than another". Ref.: -Deshler, J.D., E. Kiely, Facilitating Adult Learning: Sourcebook & Leader’s Guide. 1995: Cornell University", Cornell Instructional Materials Service. - Faten Karim, Robert Goodwin, Using Cloud Computing in E-learning Systems, International Journal of Advanced Research in Computer Science & Technology (IJARCST), 2013, vol. 1, issue 1, http://www.ijarcst.com/doc/vol1-issue1/faten.pdf

Comentariu introductiv

Proiectele educationale CNIV si ICVL (e-learning in Romania, http://www.cniv.ro , http://www.icvl.eu) promovează tehnologii şi metodologii inovative în educaţie, în cercetare şi în perfecţionarea continuă, atât în mediile preuniversitar, respectiv universitar, cât şi în mediul de afaceri. Structurate şi organizate după principii europene şi standarde internaţionale, cele două proiecte încurajează şi promovează lucrul la proiecte, activităţile colaborative, metodele şi experimentele ştiinţifice, gândirea creativă şi intuiţia, argumentaţia şi demonstraţia.

Există deja creată o comunitatea virtuală "Learning-Knowledge-Development" (profesori, cercetători, specialişti IT, etc.) ce participă în cadrul unui forum la diverse discuţii, soluţii şi studii privind domeniile învăţământului, cercetării şi dezvoltării: http://c3vip.wordpress.com/.

 

 

Definiţie. E-learning înglobează metode şi tehnici tradiţionale sau moderne şi folosind tehnologii IT&C (procesare multimedia şi comunicare asincronă sau sincronă) conduce subiectul care îl utilizează, la obţinerea unei experienţe în înţelegerea şi stăpânirea de cunoştinţe şi îndemânări într-un domeniu al cunoaşterii.

În esenţă, e-Learning oferă accesul comod şi eficient la informaţiile şi cunoştinţele cele mai noi, metode noi şi eficiente de instruire (predare), învăţare şi evaluare a cunoştinţelor, instruire şi formare permanentă. În acest sens, e-learning este şi o alternativă la educaţia permanentă în societatea informatizată de azi sau de mâine: societatea cunoasterii.

"Human development is accomplished by knowledge and learning." (M. Vlada, A. Tugui) ICVL 2006


OBIECTIVE

  •   intelegerea si asimilarea principalelor metode ale tehnologiilor moderne de instruire
  •  platforme educationale, tehnologii e-learning si tehnologii Web 2.0

Descriptori

e-learning, web 2.0,  wiki, moodle, drupal, proiecte, plan, scenariu didactic, evaluare.

Obiectivele disciplinei

Obiectivele cursului

Obiectivele activităţilor aplicative

(seminar, laborator, proiect)

  • intelegerea si asimilarea principalelor cunostinte privind e-training
  • conceperea si elaborarea de proiecte si aplicatii

 

  • consolidarea cunostintelor de la curs prin aplicatii, testari; elaborarea de aplicatii Web privind instruirea asistata de calculator (IAC)
  • aplicatii si proiecte folosind tehnologii Web 2.0

CONTINUT

      1.      Tehnologiile societatii informationale – IST

-          Dezvoltarea si evolutia prelucrarii informatiilor

-          Programe europene si internationale

-          Tehnologiile informatiei si comunicatii (TIC)

       2.  Tehnologii educationale – Instruire asistata de calculator (IAC) 

-          Taxonomia Bloom- Anderson

-          E-learning si software educational

-          Tehnologii web si medii virtuale

      3. Virtual Learning, tehnologii si platforme e-learning

-          Biblioteci virtuale, cursuri on-line

-          Management al continutului, platforma Moodle

       4. Utilizarea tehnologiilor Web 2.0 in educatie si instruire

   -  servicii Google si Yahoo; YouTube

   -  Servicii de Web Page, Blog,  Wiki

SEMINAR ÎN SISTEM TUTORIAL

1. Exemple si aplicatii privind HTML si JavaScript

2. Dezvoltarea de software educational

3. Dezvoltarea unui curs on-line

4. Elaborarea de aplicatii Web 2.0

5. Exemple si aplicatii in  instruirea asistata de calculator

Platforme CMS (Content Management Systems): WordPress (pagini web, blog), Joomla! (pagini web), Drupal (pagini web), Moodle (LMS, e-learning), Magento (pagini web, e-commerce) - List of content management systems: http://en.wikipedia.org/

 

Bibliografie

1. Marin Vlada, http://ebooks.unibuc.ro/informatica.htm  , accesare iunie 2011

2. Marin Vlada, Birotica. Tehnologii multimedia, Ed. Universitatii din Bucuresti, 2004

3. Adrian Adascalitei, Instruire asistata de calculator, Editura Polirom, 2007

4. Portalul SEI, http://portal.edu.ro/ , accesare iunie 2008

5. Lectiile AEL , http://portal.edu.ro/index.php/articles/c143/ , accesare iunie 2011

6. http://www.w3schools.com  , http://www.didactic.ro , accesare iunie 2011

7. Proiectele de e-learning CNIV si ICVL , http://www.cniv.ro , http://www.icvl.eu , accesare iunie 2011

8. Learning - Knowledge – Development, http://c3vip.wordpress.com/., accesare iunie 2011

 

e-Learning / Digital Education

- Iuliana Dobre, referat de doctorat, 2010, STUDIU CRITIC AL ACTUALELOR SISTEME DE E-LEARNING | read more: http://www.racai.ro/Referatul1-IulianaDobre.pdf (.pdf)

- http://www.elearning.ro/instruireasistatadecalculator.php

- http://www.elearning-reviews.org/journals/

- http://www.english.heacademy.ac.uk/

 

Notes:

- ADL Technologies: Sharable Content Object Reference Model (SCORM); Content Object Repository Discovery and Registration Architecture (CODRA); Simulations; Intelligent Tutoring

- SCORM Technologies: Sharable Content Object Reference Model ("SCORM is a collection of specifications adapted from multiple sources to provide a comprehensive suite of e-learning capabilities that enable interoperability, accessibility and reusability of Web-based learning content" - http://www.adlnet.gov/

-  Information Society Technologies (IST) : http://cordis.europa.eu/ist/

-  Information and Communication Technologies (ICT) - http://cordis.europa.eu/fp7/ict/

 

Professionalism in the Education System Today

curriculum-components

The scheme should be brought into attention of developers and instructional  designers, but as well

to the attention of course authors and support

personnel involved in the elearning activities.

Categories of competences

Main categories of competences necessary for dealing with the elearning situations are four:
- academic – knowledge, abilities and attitudes specific to the study domain;
- pedagogical – knowledge and capacities to design, develop and evaluate a learning situation;
- managerial – skills necessary to organise learners, resources, time and tasks;
- technical – ICT/ digital skills

"Professionalism in the Education System Today" by Olimpius Istrate and Simona Velea, ICVL 2011

The paper tries to reveal some of these aspects of the continuous professional development in the actual context, being centred on the curriculum habilitation and on the added value brought by the the ICTs, as the up-front elements of the education practitioners’ development path.

 

Radu Jugureanu, PROJECT BASED LEARNING ON MULTI -TOUCH SYSTEMS, In the 6th International Scientific Conference eLearning and Software for Education Conference, Advanced Distributed Learning Department - UNAP, 2010 (Fisier de tip .pdf ! Multi-Touch)

 

The triad "Learning-Knowledge-Development"

The relationship between Learning, Knowledge and Development (Vlada 2008, CNIV)

Learning-Knowledge-Development

  • Development - a process in which something passes by degrees to a different stage (especially a more advanced or mature stage); "the development of his ideas took many years"; "the evolution of Greek civilization"; "the slow development of her skill as a specialist or a person "; Sustainable development is maintaining a delicate balance between the human need to improve lifestyles and feeling of well-being on one hand, and preserving natural resources and ecosystems, on which we and future generations depend; This component is a physical environment; this treasure can store;
  • KnowledgeKnowledge is defined by the Oxford English Dictionary as (i) expertise, and skills acquired by a person through experience or education; the theoretical or practical understanding of a subject, (ii) what is known in a particular field or in total; facts and information or (iii) awareness or familiarity gained by experience of a fact or situation; the theoretical or; Knowledge acquisition involves complex cognitive processes: perception, learning, communication, association and reasoning. This component is a physical environment, but also a virtual environment; this treasure can store;
  • Learning - Learning is acquiring new knowledge, behaviors, skills, values, preferences or understanding, and may involve synthesizing different types of information. The ability to learn is possessed by humans, animals and some machines. Progress over time tends to follow learning curves. Human learning may occur as part of education or personal development. It may be goal-oriented and may be aided by motivation. The study of how learning occurs is part of neuropsychological, educational psychology, learning theory, and pedagogy; One way we use the cognitive processes in our daily lives is with learning. Learning is not just something we do in school or in formal settings. We learn every day. Sometimes our very survival depends on how well we can learn. That may mean unlearning our learned limitations and regaining confidence in our ability to direct our own learning. In today’s world, someone who doesn’t know how to learn is left behind (http://www.cognitiveprocesses.com, 8 functions). By exploring your own learning process and determining your natural learning style, you can find the best ways for you to learn. Then you, not the instructor or the situation, are in charge of your learning. Learning is broadly defined as change. The focus can be on what we learn (the product of learning) or on how we learn (the process). It is about how we change and how we adapt, grow, and develop. This adaptation, growth, and development occur from the inside out. This component is only a virtual environment; this treasure cannot store.

Computational Thinking

Computational Thinking is the skill of the 21st century

What is Computational Thinking?

1. Logical Thinking
2. Algorithmic Thinking
3. Efficient Solutions
4. Scientific Thinking
5. Innovative Thinking

“So what is Computational Thinking? Well it is a collection of diverse skills to do with problem solving that result from studying the nature of computation. It includes some obviously important skills that most subjects help develop, like creativity, ability to explain and team work. It also consists of some very specific problem solving skills such as the ability to think logically, algorithmically and recursively. Computer Science is unique in the way it brings all these diverse skills together.”  Source: http://www.cs4fn.org/computationalthinking/

Computer science for Fun  (cs4fn) / Exploring Computational Thinking (Google)

Note: cs4fn was created and is written and edited by Paul Curzon, Peter McOwan and Jonathan Black of the School of Electronic Engineering and Computer Science of Queen Mary, University of London with the aim of sharing our passion about all things to do with Computer Science.


One of the exciting things about learning Computer science is that you learn a new and fundamental way of thinking and problem solving; a way of thinking that is critical in the 21st Century. It is called "Computational Thinking" and the idea that this is one of the big advantages of studying computer science, whatever your ultimate career, is causing a big stir. Some are even claiming it should be added to reading, writing and arithmetic as a core ability that every person should learn. http://www.cs4fn.org/computationalthinking/

Ref:
http://www.cs4fn.org/computationalthinking/
http://googleresearch.blogspot.com/2010/10/exploring-computational-thinking.html
http://www.google.com/edu/computational-thinking/resources.html#ct

 

21st Century Fluencies for the Digital Age Project

Ref.: http://www.fluency21.com

Literacy is NOT Enough: 21st Century Fluencies for the Digital Age

Powerful technologies and information systems have caused facts to become obsolete faster, and knowledge built on these facts to become less durable.

Literacy is NOT Enough: The New Learning Process

The New Learning Process covers a fundamental shift in the basic paradigm of teaching that is required to prepare digital students for 21st century life.

What do we do with all this information?

Our society has been irreversibly affected by a new phenomenon in InfoWhelm - an unparalleled access to a wealth of online information, never before seen or heard of. Learning has truly become a lifelong pursuit, and it can happen anytime and anywhere in our Information age. But how do we determine good from the bad, interpret right from wrong, and distinguish complete, accurate, and usable data from a sea of irrelevance and digital inundation? The skills to help us best understand and make use of the wealth of knowledge at our fingertips is essential to life and success both in the classrooms and workforces of the 21st century

Ref.: http://www.fluency21.com

http://www.committedsardine.com/presentations_LNE.cfm  

http://www.youtube.com/v/7ECAVxbfsfc?f=videos&app=youtube_gdata

Google Body using Web3D for medical education

 

Google Body Browser "Google has recently demoed an interesting WebGL application called Body Browser, which lets you explore the human body just like you can explore the world in Google Earth."

Ref.:

- http://bodybrowser.googlelabs.com

- http://googlesystem.blogspot.com/2010/12/google-body-browser.html

Image source: http://hlifemedia.com

Here's Google's demo:

 

TextBook vs. Tablet PC

The "Smart education" Project: 2015

S. Korea to digitise school books  | Coreea de Sud schimbă manualele cu Tablete PC

The South Korean government has said it plans to digitise all textbooks for elementary, middle and high school students by 2015. This plan for "smart education" is aimed at helping students create their own study pattern, and lighten their backpacks. Source: http://www.channelnewsasia.com/

"Ministerul Educaţiei, Ştiinţei şi Tehnologiei din Corea de Sud a anunţat un plan pentru migrarea de la manualele şcolare clasice, pe suport de hârtie, la manuale în format electronic. Ministerul a alocat proiectului suma de aproximativ două miliarde de dolari, iar tranziţia urmează să se finalizeze în 2015, când se estimează că toţi elevii din învăţământul primar vor beneficia de noile manuale, precum şi de dispozitive hardware corespunzătoare, tablet PC-uri sau telefoane smart. În următorii ani autorităţile trebuie să se asigure că toate materialele didactice vor fi digitalizate. Toţi elevii sud coreeni vor primi gratuit tabletele digitale, iar manualele vor fi disponibile pentru descărcare de pe serverele ministerului, prin intermediul reţelelor WiFi locale." Sursa: http://portal.edu.ro/index.php/articles/11512

Tablet PC – calculator portabil al cărui ecran (de regulă cu o diagonală de 12 inchi) îndeplineşte o funcţie dublă: cea de afişare a informaţiei şi interfaţă de manipulare a calculatorului (de obicei prin intermediul unui stylus -unealtă de scris sub forma unei mini-baghete din material plastic sau metal având la vârf o bobiţă din plastic, folosită pentru interacţiunea cu ecranele tactile rezistive, sau folosind degetele - touch). Primul tablet a fost lansat în 2001 de către Microsoft şi folosea Windows XP Tablet PC Edition.

Tablet PC,  iPad, Surface

Tipuri de Tablet PC: a) tip broşură ; b) tip placă; c) tip decapotabil; d) tip hibrid.                     e) UltraBook Intel

  Tablet-slate-form  Booklet form  Medical tablet  convertible laptop tablet pc  hybrid tablet pc  Intel-Ultrabook

Sursa: http://www.it4fans.ro/ 

 

Multi -Touch Technology & Transdisciplinarity

1. Multi-Touch Technology 2. Transdisciplinarity 3. Romanian Project

1. Multi-Touch Technology Multi-touch technologies have a long history (Ref: Bill Buxton). What is Multi-touch? Ref.: http://solutions.3m.com (Touch Terminology) Example. 2011: Surface 2.0 (Microsoft & Samsung) - www.microsoft.com/surface/ Ideas main. About Microsoft Surface:

  • 2001: Microsoft researchers Steve Bathiche and Andy Wilson developed idea of interactive table that could understand the manipulation of physical pieces.
  • 2007: Final structure finalised,interactive tabletop device was built that seamlessly brings both the physical and virtual worlds into one.
  • Direct interaction: Users can actually “grab” digital information with their hands and interact with content by touch and gesture, without the use of a mouse or keyboard.
  • Multi-touch contact: Surface computing recognizes many points of contact simultaneously, not just from one finger, as with a typical touch screen, but up to dozens and dozens of items at once.

Surface 2.0 Microsoft BETT Londra 2009 

2. Transdisciplinarity "A NEW VISION OF THE WORLD - TRANSDISCIPLINARITY" by Basarab Nicolescu (Basarab Nicolescu is a major advocate of the transdisciplinary reconciliation between science and the humanities. He has published many articles on the role of science in contemporary culture in journals in France, Romania, Italy, United Kingdom, Brazil, Argentina, Japan and in the USA) Who is Basarab Nicolescu ? Ref.: The International Center for Transdisciplinary Research (CIRET) - http://basarab.nicolescu.perso.sfr.fr/ciret/ro/visionro.htm  

3. Romanian Project Multi - Touch project: "Educational process optimized in vision of knowledge society skills" Project 2009-2012. Integrated curriculum, inter-and transdisciplinary "Learning in the Knowledge Society" Ref.: http://transdisciplinar.pmu.ro "Societatea cunoaşterii presupune nu numai o extindere şi aprofundare a cunoaşterii umane, dar mai ales managementul cunoaşterii şi o diseminare fără precedent a cunoaşterii, către toţi cetăţenii, prin mijloace noi." Mihai Drăgănescu (1929-2010)

(in romanian) Strategia de postaderare UE 2007-2013. Proiect Multi - Touch „Proces educaţional optimizat în viziunea competenţelor societăţii cunoaşterii” (Curriculumului integrat, inter- şi transdisciplinar "Învăţare în societatea cunoaşterii"), cofinanţat din Fondul Social European (FSE) si implementat de Unitatea de management al proiectelor cu finanţare externă, din cadrul MECTS, în parteneriat cu SIVECO România şi Universitatea Naţională de Apărare "CAROL I" (Departamentul ADL).  

Activitati principale: DEZVOLTAREA DE CURRICULUM TRANSDISCIPLINAR; DEZVOLTAREA DE MATERIALE DIDACTICE AFERENTE CURRICULUMULUI TRANSDISCIPLINAR; IMPLEMENTAREA DE CURRICULUM SI MATERIALE DIDACTICE TRANSDISCIPLINARE-FORMARE; DEZVOLTAREA DE PROIECTE TRANSDISCIPLINARE PE BAZA TEHNOLOGIEI MULTI-TOUCH

Concluzii Utilizarea tehnologiei multi-touch implementează:  învăţarea activă prin explorareînvăţarea prin acţiune; învăţarea colaborativă; învăţarea bazată pe proiect; • învăţarea în context.

Ref.: http://transdisciplinar.pmu.ro/resurse  |  Read more: http://mvlada.blogspot.com/

 

Mobile Technology and Communications

 

Topics: Mobile Learning (m-Learning), Mobile Network Technology, Mobile software, Mobile Internet, Mobile dating, Health impact, Mobile phone features

"M-learning’ is the follow up of E-learning and which originates from D-learning (distance learning). M-learning is the delivery of education to the students who are not having fixed location or who prefer to use mobile phone technology for learning. The rapid growth in the mobile and communication sector make it possible to develop new forms of education. M-learning means delivery of education by means of the mobile phone devices, PDAs and audio players. M-learners seek the lessons in the small format." Ref.: http://www.networktutorials.info/

Mobile Technologies

HARDWARE:iPad, iPhone, Smartphone, Tablet PC

SOFTWARE: Operating Systems - iOS, Android, Windows Phone 7, BlackBerry, Chrome OS tablet, WebOS, MeeGo

Companies (Manufacturers): Apple, Google, Microsoft, Research in Motion (RIM) Mobile Services and Apps (Apple, Google, Microsoft): iOS, Android, BlackBerry, Windows Phone7

Ref.: www.agora.ro/conferinta/programatica-2011-mobile-services-and-apps

 

 

Pagină actualizată la 25 Ianuarie 2014.