Distance Learning

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Distance Learning by Mind Map: Distance Learning

1. Advantages

1.1. Institutional

1.2. Flexible

1.3. Affordabile

1.4. Convenient

1.5. Better tools; technology

1.6. Location becomes irrelevant

1.7. Higher variety available to students

1.8. Time, scheduling, Asynchronous options

2. Learning Theories

2.1. Behaviorist

2.1.1. Thorndike, Pavlov, Skinner

2.1.2. Observable behavior shows quantifiable learning (testing)

2.1.3. Still valuable theory but falling out of favor

2.1.4. Passive

2.2. Cognitivist

2.2.1. Internal deep processing by the learner; metacognitive

2.2.2. Stimuli ->Short-term memory - Long-term memory feedback loop

2.2.3. Small chunks of info delivered such that short-term memory limitations can properly process and pass along to long-term memory

2.2.4. Individual specific styles

2.2.5. Passive

2.3. Constructivist

2.3.1. Learner centered creation of knowledge

2.3.2. Contextualize information

2.3.3. Transformation theory: merges Constructionism with Cognitivism

2.3.4. Learning activities should be a form of guided discovery

2.3.5. Active

2.4. Connectivist

2.4.1. Digital age specific

2.4.2. Learning occurs in dynamic networked environment

2.4.3. Only constant is change in information relevancy = high rate of change

2.4.4. Users must analyze new information from the network and assess and prioritize its value. Keep/discard?

2.4.5. Active

3. Good/Bad Design

3.1. Complex learning environment, good design is key to success

3.2. Must be tied to learning theory principles

3.3. Use of combination of theories possible and desirable

3.4. Connectivism is well suited theory for Distance Learning Design

3.5. Quality Matters

4. Disadvantages

4.1. Learner requires more self-discipline

4.2. High variability of quality and consistency

4.3. Loss in advantages of traditional face to face learning environments

4.4. Requires more time than in person classes

4.5. Institutions view online courses as a source of new revenue in times of shrinking budgets. Rush to market = poor product

4.6. Sometimes technology fails