Professional Documents
Culture Documents
Pujianto Yugopuspito
10 November 2007
Outline
What is e-Learning?
Probable Future Directions
Down to Earth
2
What is e-Learning?
Various e-Learning Definitions (1)
A development of educational processes driven by
possibilities enabled by new technology [The Higher Education
Academy]
6
What is “e-Learning”?
e-Learning is NOT just … It is all plus…
Web-based Training Virtual Classroom (Virtual
Computer-based Training Community) {voice/video
Conversion of text from hard conferencing, live
to soft copy online presentation tools,
Online PowerPoint application sharing, chat,
presentations live voting …}
Video streaming of lectures Learning Management
System {managing course &
Facilitation of online course registration; tracking
discussion student registration, access
& progress; course
scheduling & administration
including instructor,
reporting }
Learning Objects {Learning
objectives, learning path, pre
& post assessment}
7
e-Learning Universe
• 24 x 7 Help Desk
• Instructional Design Content • Content Creation
• Course Development • Content Customization
• Multimedia Production
• Curriculum Design
• Program Consulting
• Strategy Consulting
• Evaluation Administration
• Teaching Solution
• Collaboration Tools
• Online Evaluation Tools
• Online Survey Tools
• Online Registration
• Student Information Systems
Services Technology
• Portals • Creation and capturing
• Hosting • Hardware
• Maintenance • Software
• Assessment • System Management
• Monitoring 8
E-Learning Paradigm
More than simply the presentation of educational
materials on the computer screen, e-Learning is a
collection of processes:
the sole purpose of which is to provide a more
comprehensive and productive experience for the learner,
educator and administrator.
9
e-Learning Paradigm Shift
From teacher-centered instruction to student-centered
instruction
From single-sense stimulation to multisensory
stimulation
From single media to multimedia
From isolated work to collaborative work
From information delivery to information exchange
From passive learning to active/inquiry-based learn
From factual to critical thinking
From knowledge-based to informed decision making
From isolated to authentic
From artificial context to real-world context
10
Manfaat e-Learning
Siswa:
Bagi Guru/Dosen :
• Kemudahan pemahaman
• Pengajaran yang sistematis.
materi di mana saja dan
• Mempermudah persiapan
kapan saja
materi.
• Mengubah cara belajar pasif
• Mempermudah pengulangan
ke aktif dan mandiri
materi pelajaran.
• Mengenalkan proses, tidak
• Mempermudah pemantauan
hanya hasil belajar (input
materi yang belum dipahami
proses output).
siswa.
• Paperless
• Paperless
E-Learning
DikNas:
Sekolah/Universitas: • Statistik dunia pendidikan (,
• Mendukung kurikulum jumlah siswa, bidang studi,
berbasis kompetensi. pengajar, dsb.).
• Memudahkan Sekolah/ • Manajemen pendidikan
Universitas untuk standarisasi (kurikulum, regulasi).
pengajar.
• Pemantauan prestasi siswa. Orang tua:
• Manajemen Kampus/Sekolah • Pemantauan prestasi belajar anak.
• Paperles • Pemantauan kedisiplinan anak.
11
Future Direction?
World’s Future Direction
References:
[1] Wentling et al., “The Future of e-Learning; A
Corporate and an Academic Perspective”, National
Center for Supercomputing Applications (NCSA) of
University of Illinois at Urbana-Champaign,
September 2000
[2] Polichino, “Future Directions in e-Learning
Research Report 2006”, The eLearning Guild
Research, April 2006
[3] The New Media Consortium and Educause Learning
Initiative, “The 2006 Horizon Report”, ISBN 0-
9765087-3-7
13
NCSA[1] Scenario Perspective
Corporate: Academic:
#1 e-Work #1 A Day in the Life of
#2 Free Agent Learner
#3 Unlimited Bandwidth #2 Pie in the Sky
#4 Gloom #3 The important of
#5 e-Topia Socialization in e-
Learning
#4 Ubiquitous e-Learning
Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000 16
Academic Scenario
#3 The Importance of Socialization in e-Learning
Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000 18
NSCA’s Future Perspective (1)
First, advanced in e-Learning technology will continue to occur. The
advances will be wireless, highly intelligent, interactive and
integrative, accessible and easy to use.
Second, e-Learning technologies will allow for a humanized learning
environment. Online teams will be able to see and hear each other
in real time on enlarged computer screens that will have high
resolution.
Third, e-learning will become a ‘matter of fact’ because e-Learning will
become so much a part of what we do and learn; the lines
between doing and learning will become blur.
Forth, e-Learning takes prominence in organizations, organizational
structures will continue to flatten, management levels will continue
to decrease, outsourcing will continue to increase and
telecommuting will become a norm in the organizational culture
Fifth, e-learning infrastructure will be responsive to learner diversity. In
term of age, nationality, ethnicity, educational background,
intelligence levels, learning styles, language and learners’ needs
Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000 19
NSCA’s Future Perspective (2)
Sixth, e-Learning customers will be self-directed, operate on flextime,
be technologically savvy, have high collaborative fluency and be
intrinsically motivated to pursue life-long learning.
Seventh, e-Learning was also seen as a possible threat to
collaborative work, because of issues such as intellectual property,
everyone becoming interested in personal gain, and security
concerns.
Eighth, global partnerships between corporate and academics will
increase because e-Learning infrastructure will be so versatile and
integrative that it will facilitate quick connection, decrease
coordination cost, broaden the level and variety of resources,
address short-term and long-term needs, and have immediate
impact on the job.
Lastly, e-Learning will not operate on traditional norms of what a
standard education is, rather e-learning will be about meeting the
learner’s needs for improved performance.
Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000 20
Research Report
Future Directions in e-Learning(1)
79% Rapid e-Learning design and development
77% Use of e-Learning to train customers and partners in addition to
employees
77% Use of complex media (e.g. simulations, collaborative tools,
databases, algorithmic interactions, flash, and streaming media) in
the development of e-Learning content
76% Measurement of e-Learning based on its impact on business
results
74% e-Learning designed to support and/or enhance informal learning
71% Design of modular learning objects (reusable in multiple media or
other contexts
69% Development and delivery of asynchronous e-Learning
69% e-Learning embedded in the learner’s workflow
67% e-Learning bundled with or embedded in products rather than
provided as a separate offering
Source: [2] Polichino, “Future Directions in e-Learning Research Report 2006”, April 2006 22
Research Report
New e-Learning Modalities
31% Blogging
31% Podcasting
38% Mobile learning
43% Games
Source: [2] Polichino, “Future Directions in e-Learning Research Report 2006”, April 2006 23
Mobile Learning
M-Learning is to the delivery of training by
means of mobile devices such as Mobile
Phones, PDAs and digital audio players, as
well as digital cameras and voice recorders,
pen scanners etc. [wikipedia]
Examples:
Classroom experiments using mobile phone as
response medium, University of Sydney
Learn Chinese via Mobile Phone, Rice University
Pocket Education, Coventry University
[3] The New Media Consortium and Educause Learning
Initiative, “The 2006 Horizon Report”, ISBN 0-9765087-3-7 24
Game-based Learning
Games used for training, advertising, simulation, or
education that are designed to run on personal
computers (such as a PC running Microsoft Windows
or Linux) or video game consoles (such as the Xbox or
PlayStation 2, PlayStation Portable, Nintendo DS Lite)
[wikipedia]
Examples:
Basic Genetics at MIT: Live Long and Prosper, MIT
Girls as Game Designer, Michigan State University
Career Training for Students, Houston Community College,
Southwest: Digital Gaming Simulation Department
Game Design: Intermediate Multimedia Authoring, Bradley
University
Field Work in Anthropology, University of California, Berkeley
Source: [3] The New Media Consortium and Educause Learning Initiative, “The 2006 Horizon Report”, 25
Personal Broadcasting
Podcasting is the method of distributing multimedia
files, such as audio programs or music videos, over the
Internet using either the RSS or Atom syndication
formats, for playback on mobile devices and personal
computers. The term podcast like 'radio', can mean
both the content and the method of delivery. [wikipedia]
Examples:
Artcasts, San Francisco Museum of Modern Art (SFMOMA)
Ask the Techies, Ohio University
Audio/Video Broadcast, Interdisciplinary Center of e-Learning
(ICE) University of North Carolina at Greensboro
Out of the Past: Investigating Film Noir, Saint Mary's Marry
College of California
Source: [3] The New Media Consortium and Educause Learning Initiative, “The 2006 Horizon Report”, 26
Visible Part of a Future Computer
27
Down to Earth
Critical Success Factors
E-GOVERNMENT
Community
E-CITIZENS
E-BUSINESS E-LEARNING
Industries Academics
29
Masalah Klasik di Indonesia
Mikro Makro
Kecukupan dana Daya beli rendah
30
Most Probable Implementation of
e-Learning in Indonesia
Blended Learning: a combination of
multiple approaches to pedagogy or
teaching.
Example:
self-paced, collaborative or inquiry-based
study. Blended learning can be
accomplished through the use of 'blended'
virtual and physical resources.
combinations of technology-based materials
and traditional print materials.
31
Thank You