History of virtual learning environments

Last updated
Tandata Td1400 Prestel terminal Prestel-Terminal.jpg
Tandata Td1400 Prestel terminal

A Virtual Learning Environment (VLE) is a system specifically designed to facilitate the management of educational courses by teachers for their students. It predominantly relies on computer hardware and software, enabling distance learning. In North America, this concept is commonly denoted as a "Learning Management System" (LMS).

Contents

Terminology

The terminology for systems which integrate and manage computer-based learning has changed over the years. Common terms which are useful in understanding and searching for earlier materials include:

Pre-1940s

Pressey Testing Machine (exterior) Pressey Testing Machine 1.jpg
Pressey Testing Machine (exterior)
Pressey Testing Machine (interior) Pressey Testing Machine 2.jpg
Pressey Testing Machine (interior)

1940s

1945
1948

1950s

1953

1953–1956

1956

1956–1958

1957

1958

1959

1960s

1960

1962

1963

1964

1965

1967

1968

1969

1970s

1970

1971

1972

1973

1974

1975

1976

1977

1978

1979

1980s

1980

1981

Cyclops telewriting system, tutor's station Cyclops Telewriting.jpg
Cyclops telewriting system, tutor's station

1982

1983

1984

1985

1986

1987

1988

1989

1990s

1991

1992

1993

1994

1995

1996

Develops the "Interactive Learning Network" ILN 1.5, and installs it at several academic institutions including Cornell University, Yale Medical School and University of Pittsburgh. The ILN was the first e-learning system of its kind to leverage an install on top of a relational database MySqL.

1997

1998

1999

2000s

2000

Later that year in October 2000, deploy the ArsDigita Community Education System (ACES) at MIT Sloan School. The system is called Sloanspace. [124] The ArsDigita Community System as well as ACES in the next few years grow to OpenACS and .LRN

2001

2002

2003

2004

2005

2006

2007

2009

2010s

2010

2012

2014

See also

Related Research Articles

Educational software is a term used for any computer software that is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.

Moodle is a free and open-source learning management system written in PHP and distributed under the GNU General Public License. Moodle is used for blended learning, distance education, flipped classroom and other online learning projects in schools, universities, workplaces and other sectors.

Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.

Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.

A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. LMSs have been adopted by almost all higher education institutions in the English-speaking world. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.

WebCT or Blackboard Learning System, now owned by Blackboard, is an online proprietary virtual learning environment system that is licensed to colleges and other institutions and used in many campuses for e-learning. To their WebCT courses, instructors can add such tools as discussion boards, mail systems, and live chat, along with content including documents and web pages. The latest versions of this software are now called Webcourses. WebCT is significant in that it was the world's first widely successful course management system for higher education. At its height, it was in use by over 10 million students in 80 countries.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

<span class="mw-page-title-main">ATutor</span> Open source web-based application

ATutor is an open source web-based learning management system (LMS).

Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.

"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."

Knowledge Forum is an educational software designed to help and support knowledge building communities. Previously, the product was called Computer Supported Intentional Learning Environments (CSILE). It was designed for a short period of time by York University and continued at the Ontario Institute for Studies in Education, University of Toronto, to support knowledge building pedagogies, practices and research designated in this area. In 1983, CSILE was prototyped in a university course and in 1986 it was used for the first time in an elementary school, as a full version. CSILE was considered the first networked system designed for collaborative learning. The main contributors were Marlene Scardamalia and Carl Bereiter.

<span class="mw-page-title-main">ANGEL Learning</span> Educational software company

ANGEL Learning, Inc. was a privately held educational software company specializing in eLearning. Its main products are the ANGEL Learning Management Suite (LMS), ANGEL ePortfolio, and services offerings. In May 2009, it was acquired by Blackboard Inc.

Blackboard Learn is a web-based virtual learning environment and learning management system developed by Blackboard Inc. The software features course management, customizable open architecture, and scalable design that allows integration with student information systems and authentication protocols. It may be installed on local servers, hosted by Blackboard ASP Solutions, or provided as Software as a Service hosted on Amazon Web Services. Its main purposes are stated to include the addition of online elements to courses traditionally delivered face-to-face and development of completely online courses with few or no face-to-face meetings.

In the history of virtual learning environments, the 1990s was a time of growth, primarily due to the advent of the affordable computer and of the Internet.

e-Report - transnational virtual study circles: e-learning supports for tutorship and learning groups - is a communitarian project aiming at the constitution of a repertory of reference material with regard to the development of innovative methods in the field of e-learning system for educational projects and also for distance learning in VET. The activities of research, experimentation and analysis are combined with the use of ICT with massive use of tutoring activities, learning groups and transnational virtual study circles.

<span class="mw-page-title-main">Ali Jafari</span> American computer scientist

Ali Jafari, is a serial entrepreneur who is well known for his research and entrepreneurship in the area of Information Technology (IT), more specifically, on development of a series of "Learning Management System(s)" (LMS). Dr. Jafari is currently working as a Professor of Computer and Information Technology at the Purdue School of Engineering and Technology and Director of the CyberLab at Indiana University-Purdue University Indianapolis (IUPUI). He continues to bring innovation and new perspectives to the smart learning environment industry to make teaching and learning easier and more powerful.

Online tutoring is the process of tutoring in an online, virtual, or networked, environment, in which teachers and learners participate from separate physical locations. Aside from space, participants can also be separated by time.

Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. In professional learning contexts, individuals may "test out" of some training to ensure they engage with novel instruction. Computers adapt the presentation of educational material according to students' learning needs, as indicated by their responses to questions, tasks and experiences. The technology encompasses aspects derived from various fields of study including computer science, AI, psychometrics, education, psychology, and brain science.

Blackboard Inc., now Anthology is an American educational technology company with corporate headquarters in Boca Raton, Florida. Blackboard was known for Blackboard Learn, a learning management system. Blackboard Inc. merged with Anthology in late 2021.

<span class="mw-page-title-main">Online learning in higher education</span> Development in distance education that began in the mid-1980s

Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.

Information Communications Technology is usually included in the Home Economics and Livelihood Education program in grade school and taught through the Technology and Home Economics program in high school. The recent status of ICT education in the Philippines, along with other Southeast Asian countries, was surveyed by the Southeast Asian Ministers of Education Organization (SEAMEO) in 2011. Using the UNESCO model of ICT Development in Education, the countries were ranked as Emerging, Applying, Infusing or Transforming. The Philippines were ranked at the Infusing stage of integrating ICT in education, indicating that the country has integrated ICT into existing teaching, learning and administrative practices and policies. This includes components such as a national vision of ICT in education, national ICT plans and policies, complementary national ICT and education policies, professional development for teachers and school leaders, community or partnership and teaching and learning pedagogies. A 2012 study reported that public high schools in Metro Manila had a computer to student ratio of 1:63. While 88 percent of schools have internet connections, half of the students claimed not to be using it.

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Further reading