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Master of Education

Universitas Pelita Harapan

Shift Paradigm e-Learning

Pujianto Yugopuspito

10 November 2007
Outline
 What is e-Learning?
 Probable Future Directions
 Down to Earth

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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]

 Use of Information Technology to enhance learning [Irish


Learning Technology Institute]
 “E-learning refers to education that is enhanced by or
delivered via the Internet.” [Cisco]
 E-learning refers to technology-enabled learning, including
online programs, computer- or Web-based training, virtual
classrooms and digital collaboration, and technology-
assisted distance learning. [Motorola University]
 E-learning is a term used to describe electronically delivered
learning methods such as CD-ROM, web-based learning,
online assessments, web-based reinforcement tools, and
online coaching. [Collaborative E-Learning Communities] 4
Various e-Learning Definitions (2)
 “eLearning means using new multimedia technologies and
the Internet to improve the quality of learning by facilitating
access to facilities and services as well as remote
exchanges and collaboration. [European ODL Liaison
Committee]
 “E-learning refers to the use of Internet technologies to
deliver a broad array of solutions that enhance knowledge
and performance.” [Kevin Kruse]
 “–refers to any type of learning that uses electronic media. It
means many different things to people but is a popular
media buzz word and should be avoided.” [Plymouth State
University]
 E-learning is the empowerment of students to use
technology to enhance their learning on their terms with the
direction of an instructor/teacher [Microsoft Canada]
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Evolution of e-Learning
 1st Generation, 1980s
 CD-ROM Contents
 Manual Management
 Low learning effectiveness and reach
 2nd Generation, 1990s
 Web Contents
 Manual management, admin operation
 Moderate learning effectiveness and reach
 3rd Generation, 2000s
 Enrich Web Contents
 Web Management, admin assist
 High learning effectiveness and reach

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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}
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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.

 ”Situations where both social interaction and


collaboration as well as ICT has a fundamental role in
learning and the acquiring of knowledge”

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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

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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.
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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
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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

[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
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Most Probable Corporate Scenario
#1 e-Work
Major Events Scenario Description
 Everyone has a computer and its  Global work force
networked  World competition
 Home and worked are merged –  Hyper-competition: competition
no distinction for employees, among
 University provides core skills or companies
business provides its own  There is no, or very little
university management
 Time in school varies base on  Employee works for multiple
job requirements companies
 True knowledge worker society  Flexible work schedules
 Undeveloped economies are ‘out  50% of things are purchased
of the game’ online
 100% of company telecommutes  Traffic jams make travel
 World currency. No physical impossible
currency  Fuel shortages, cost of fuel
 All knowledge and training  Office buildings become vacant
functions outsourced  …
 …
Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000 15
Corporate Scenario
#2 Free Agent
Major Events: Scenario Description:
 Degreed education and job  Training is “pull” model rather
education merge than “push”
 Employee paid for their  Individualized professional
learning structure (rather than
 Everyone is a trainer corporate)
 Flattened organization  Changing personal values.
structures No buy in to corporate
 No career paths mission
 Many people are free agents  Changing corporate value.
(don’t work for companies) No loyalty to the employee
 No salaries  Middle management being
 Individual charge to share fired
information  Increased outsourcing of
critical activities
 Responsibility for education,
training shifting to employees

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

 Technological Context, better technologies will allow more humanization.


 better voice recognition, bigger video screens, and improved
portability and access.
 the video will be seamless and thus, the interactions will really be in
real time and full size.
 these changes will be able to replace the traditional classroom with
minimal deficiencies, if any.
 Human context, future technology appears to have some potential barriers.
 Learner more individualistic  encouraging group learning  sharing
& collaborative learning
 more work from the instructors  overloaded  no research 
evaluation standard changed
 “How do we deal with these interactions?”
 Environmental context, still human.
 Face-to-face meeting still be necessary to hold at least once in the
beginning of the online learning session.
 Human still be needed to build a foundation and establish trust and
make people feel comfortable with one another.
 small schools within schools. (individuals with similar interests can
meet to discuss and share knowledge).
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Source: [1] Wentling et al., “The Future of e-Learning; A Corporate and an Academic Perspective”,, September 2000
Most Probable Academic Scenario
#4 Ubiquitous e-Learning
 e-Learning as a continuum
 the near end: a minor enhancement of traditional
teaching e.g. a Web Board, or online syllabus
 the far end: fully online, interactive, time and place
independent.
 take complete advantage of the technologies of the
web. Not only streaming video of a professor
lecturing from a traditional classroom. utilized full
advantage of an integrated, dynamic computer
system, that allows for knowledge hierarchies.
 most online learning falls somewhere on that
continuum.

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

[2] Polichino, “Future Directions in e-Learning Research Report 2006”, The 21


eLearning Guild Research, April 2006
Research Report
Future Directions in e-Learning (2)
67% Learners assessed on a regular basis to determine the effectiveness of e-
Learning programs
64% Use of authoring tools that allow one person to design and produce
interactive e-Learning content (instead of differentiated design and
production roles)
64% Process and systems, such as content management systems, deployed
to facilitate the reuse of content and to enable output into multiple media
formats
61% Project management as a critical factor of successful development and
delivery of e-Learning
59% Use of design processes (e.g. application of learning theory selection of
appropriate media and interactions, or in-depth audience analysis)
59% Development and delivery of synchronous e-Learning
59% Training of instructors in synchronous e-Learning delivery skills
56% Specialization of e-Learning design and development professionals
54% Training for instructional designers
52% Development of e-Learning utilizing a work share relationship.

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

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Down to Earth
Critical Success Factors

Improve Quality of Life Government Improve Public Services


Implement Entrepreneurships Promote Good Governance
Experience New Way of Life Utilise/Optimise National Assets
Find Ad-Hoc Solutions Empower Citizens Capabilities

E-GOVERNMENT

Increase Knowledge Base


Maximize Wealth
Conduct Quality Education
Improve Products Quality
Enhance Learning Experience
Expand Customers Network
Produce Intellectual Assets
Enhance Business Relationships

Community
E-CITIZENS
E-BUSINESS E-LEARNING

Industries Academics
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Masalah Klasik di Indonesia
Mikro Makro
 Kecukupan dana  Daya beli rendah

 Kesiapan SDM  Buta teknologi

 Kekurangan fasilitas  Tidak ada konteks

 Ketidakjelasan tujuan  Bukan prioritas utama

 Ketidaktahuan konsep  Kurang signifikan

 Keterbatasan info.  Jauh dari kebutuhan

 Ketakutan berubah  Untuk bangsa maju

 Kebingungan memulai  Heterogenitas tinggi

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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.

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Thank You

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