Professional Documents
Culture Documents
Educational technology
1.1 Other definitions
Educational technology is a very wide field. Therefore one can find many definitions, some of
which are conflicting.
The study and ethical practice of facilitating learning and improving performance by creating,
using and managing appropriate technological processes and resources. ([1])
A definition centered on its process: "A complex, integrated process involving people,
procedures, ideas, devices, and organization, for analyzing problems, and devising,
implementing, evaluating and managing solutions to those problems, involved in all aspects of
human learning" ([2])
"One definition of Educational Technology is that it is a systematic, iterative process for
designing instruction or training used to improve performance" (Encyclopedia of Educational
Technology)
Lachance et al. (1980:183) also focus on the the process idea: la technologie éducative en
tant que processus systématique intégrant les diverses fonctions du processus éducatif. Elle
vise, d'une part, à analyser des problèmes reliés à l'enseignement et/ou à l'apprentissage et,
d'autre part, à élaborer, implanter et évaluer des solutions à ces problèmes par le
développement et l'exploitation des ressources éducatives (cited by Lapointe, 1991).
Technology is therefore both a tool and a catalyzer and it can become a medium through which
change can happen.
Educational technologists would not therefore consider the computer as just another piece of
equipment. If educational technology is concerned with thinking carefully about teaching and
learning, then a computer has a contribution to make irrespective of its use as a means of
implementation, for the design of computer-based learningenvironments gives us a new perspective
on the nature of teaching and learning and indeed on general educational objectives. (O'Shea and
Self: 1983: 59).
3 What is it about ?
Defining the field is both simple (e.g., see the definitions at the top) and difficult. There are a several
perspectives.
Even from a pure "engineering perspective," it doesn't make much sense to talk about Educational
Technology just in terms of Instructional design models or instructional design methods. An
instructional designer also feels concerned by more fundamental disciplines like general learning
theory or pedagogical theory. These theories provide interesting insights on issues like the relation
between learning type or learning level and appropriate pedagogic strategy, how affect and
motivation may influence the learning process, what multimedia design can learn from theories
on human information processing or cognitive load, why metacognition and collaborative learning is
important etc.
authoring systems
cognitive tools for learning
computer-assisted language learning
computer-based assessment systems
computer-based training
computer-mediated communications
computer-supported collaborative learning
distributed learning environments
electronic performance support systems
interactive learning environments
interactive multimedia systems
interactive simulations and games
intelligent agents on the Internet
intelligent tutoring systems
microworlds
virtual reality based learning systems
Note: Main-stream e-learning is a special case of computer-based training and computer-mediated
communication. It also may include other elements like passive or interactive multimedia animations.
Students
Ease of use
Cost
Teaching functions, including pedagogical affordances of media
Interaction
Organizational issues
Networking
Security and privacy
Distance education
Blended learning
Technology-enhanced classrooms (at all school levels)
Informal learning (of various sorts)
Note: e-learning often refers to technology or designs used in distance teaching, but it also is used to
describe any sort of technology use in education. Now that most e-learning initiatives in public higher
education turned out to deliver less than what was promised, e-learning is no longer a hype word
and its use seems again to become more restricted.
1. Courseware oriented
1. Contents with low interactivity: computer-based training (CBT), web-based
training (WBT), Multimedia, main-stream E-learning including Learning technology
systems like LMSs.
2. Activity oriented: Computer-based learning, Microworlds, Simulations, Hypertext,
(some) CSCL, Intelligent tutoring systems
2. Computer-mediated communication (CMC) oriented
1. Activity-based and community oriented: C3MS (Community portals), Wikis where
students write, social networking platforms, etc.
2. Activity-based: LMSs like Moodle, Groupware,
3. Cognitive tools: (some) CSCL, e.g., Writing-to-learn tools like Knowledge forum
4. Communication tools (often combined with others): Instant
messaging, Forums, Videoconferencing
This distinction is similar to Schulmeister's e-learning types A and B.
On can argue that the Baumgartner and Kalz typology does a good job in relating learning to
teaching to technology. However, for a more differentiated view of learning, see the learning
types and learning levels discussion. See some further discussion in the learning
theory and pedagogic strategy article.
1. instructor-instructor interaction
2. instructor-content interaction (e.g., authoring systems)
3. content-content interaction (e.g., automatic retrieval)
4. learner-interface interaction
1. Fundamental research: Many researchers in the field choose to adopt a more fundamental
research stance focusing on small well-defined problems such as “under which conditions
can multimedia animations be effective”.
2. Technology-supported instructional design applied to various domains of education; major
categories are distance teaching, blended teaching, computer-enhanced classroom
teaching, industrial training. Other specializations may concern subject matters (e.g. science
or language teaching) or approaches (direct instruction vs. project-oriented learning for
example).
3. Research on the design and application of technologies. Researcher may specialize on
subjects like the use of computer simulations in education or more technically, how to build
authoring and learning environments for simulations.
Some researchers may combine a fundamental research perspective with a particular kind of
instructional design and a particular kind of technology. Depending upon these options, research
interests and research methodology will not be the same. From the possible combinations there are
probably two major strands of thought that can be identified:
Design-related issues
7 Effectiveness
Using technology per se is rarely effective. It should be used to support good pedagogical practice,
e.g. feedback and collaborative work. The The Teachning and learning toolkit, a meta-meta study
only attributes a "moderate effect for moderate cost" to digital technology (taken as such).
Studies summarized in the No signitificant difference website (search for example for "technology"
conveys a similar message. Technology can or cannot have an impact.