Improving E-Learning in Higher Education: Strategies to Better Support Learning and Teaching Online

Speaker: Dr. Marc Rosenberg Ph.D., Marc Rosenberg and Associates.

E-Learning represents a “sea change” in university education. From supporting traditional campus offerings to implementing innovative, stand-alone, lifelong learning products, new technologies and new understandings of how people learn are reshaping academic teaching. Of course, this has tremendous implications for how students learn, how the university is structured, and how faculty deliver on one of their primary missions. With about fifteen years of past experience, efforts by colleges to deliver e-learning have had successes and disappointments. What have we learned? Plenty, especially that one of the most important constants of quality, sustainable e-learning initiatives is the design of the program.

Technology is an important enabler, but pedagogical considerations are critical. As FIU continues to move forward with e-learning, important questions arise as to how to make e-learning work, how to make it easy and rewarding for faculty to participate, and what it takes to engage students and yield valuable educational outcomes. In this keynote presentation, Dr. Marc Rosenberg will present a variety of strategies and approaches designed to address these challenges. Learn why significant enhancements to e-learning programs do not have to be difficult or time consuming, and how a little creative thinking, combined with solid instructional design, can yield the types of quality programs that reflect positively on university teaching and generate solid student enthusiasm.

Lecture Notes

Myths:  eLearning is
1. New, 2. Easy, 3. equals eLearning strategy, 4. Success is getting it to work,  5. Eliminates the classroom, 6. Opposition comes from users/students, 7. Build it, they will come.
Why does eLearning Dissappoint?
1. Poor/broken technology 2. Bad content 3. Software 4. Bad user experience 5. Boring, 6. Talking, not teaching
Balanced Instruction & Events of Instruction
Explain for 50% ; Excercise for 35% ; Evaluate 15%
  • Explain: Gain Attention, Inform Learners, Stimulate Recall of prior learning, Present Content, Provide Learning Guidance.
  • Exercise: Elicit Performance/Practice (Games, Sims, Role Playing), Provide Feedback
  • Evaluate: Assess Performance
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