Adventure learning is a hybrid distance education approach pioneered at St. Thomas University in the 1990s and defined in 2006 by Aaron Doering of the University of Minnesota.
In the early 1990s, explorers such as Will Steger, Dan Buettner, Robert Ballard, Lonnie Dupree, Paul Pregont, and Mille Porsild began experimenting with ways to use technology to connect classrooms with their experiences on the trail. The Jason program (founded by Ballard) pushed the envelope of transmitting from the field as they communicated while diving the ocean, and Classroom Connect (founded by Buetner) generated a comprehensive curriculum and learning objectives tied to the field experiences, drawing in learners with their "student-choose-the-route" approach. NOMADS Online Classroom Expeditions (founded by Pregont & Porsild) facilitated the first full-scale adventure learning program with Arctic Blast 2001. Defining advances were made with student, educators and subject-matter experts being able to collaborate online on tasks within a secure space as well as participate in moderated chats using Lotus Notes, Sametime Chat, and Quickplaces, earning the IBM Beacon Award for best educational use worldwide of IBM technologies in 2002. In this way PolarHusky.com was established; the largest scale adventure learning programming to date, with participation of more than 7000 schools in 38 countries on five continents.
In 2006, based upon research and collaboration with PolarHusky.com, Aaron Doering published the first established definition, framework, and guiding principles of adventure learning. The guiding principles were refined by Doering and Charles Miller in 2009. [1] The first adventure learning program “supported by theory and long-term research” [2] was the GoNorth! Adventure Learning Series of circumpolar Arctic dogsledding expeditions at PolarHusky.com which reached millions of learners worldwide and explored such topics as sustainability, the environment, science, and traditional cultures. Other examples of adventure learning projects include Earthducation, the Jason Project, Ride To Learn with the To Learn Series, and the Quest series of bicycle treks.
Distance education, also called distance learning, is the education of students who may not always be physically present at a school. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Today, it usually involves online education. A distance learning program can be completely distance learning, or a combination of distance learning and traditional classroom instruction. Massive open online courses (MOOCs), offering large-scale interactive participation and open access through the World Wide Web or other network technologies, are recent educational modes in distance education. A number of other terms are used roughly synonymously with distance education.
Instructional design (ID), also known as instructional systems design (ISD), is the practice of systematically designing, developing and delivering instructional products and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of knowledge. The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models but many are based on the ADDIE model with the five phases: analysis, design, development, implementation, and evaluation.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.
Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. The term is not interchangeable with experiential learning; however experiential learning is a sub-field and operates under the methodologies of experiential education. The Association for Experiential Education regards experiential education as "a philosophy that informs many methodologies in which educators purposefully engage with learners in direct experience and focused reflection in order to increase knowledge, develop skills, clarify values, and develop people's capacity to contribute to their communities". Experiential education is the term for the philosophy and educational progressivism is the movement which it informed.
Blended learning is an approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods. It requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace. While students still attend "brick-and-mortar" schools with a teacher present, face-to-face classroom practices are combined with computer-mediated activities regarding content and delivery. Blended learning is also used in professional development and training settings.
Constructivism is a theory in education that recognizes learners construct new understandings and knowledge, integrating with what they already know. This includes knowledge gained prior to entering school. It is associated with various philosophical positions, particularly in epistemology as well as ontology, politics, and ethics. The origin of the theory is also linked to Jean Piaget's theory of cognitive development.
M-learning or mobile learning is "learning across multiple contexts, through social and content interactions, using personal electronic devices". A form of distance education, m-learners use mobile device educational technology at their convenient time.
A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation and delivery of educational courses, training programs, or learning and development programs. The learning management system concept emerged directly from e-Learning. Although the first LMS appeared in 1924 in the higher education sector, the majority of the LMSs today focus on the corporate market. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s.
Transactional distance theory was developed in the 1970s by Dr. Michael G. Moore, Distinguished Professor Emeritus of Education at the Pennsylvania State University. It is the first pedagogical theory specifically derived from analysis of teaching and learning conducted through technology as opposed to the many theories developed in the classroom. It is considered by some to be one of the few, if not the only, theory in distance education that can be used to test hypotheses. It can be used to frame experiments in tutoring or other learner support activities to assess what change there is in the outcomes of student learning, often judged by student completion. Like any theory, the transactional distance model serves as a heuristic device, a means of identifying questions for research and also a very practical instrument to be used in making these difficult instructional design decisions.
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 is often referring to the industry of companies that create educational technology.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
Synchronous learning refers to a learning event in which a group of students are engaging in learning at the same time. Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education have become available, many people are turning to them as a way to help decrease the challenges associated with transactional distance that occurs in online education. Several case studies that found that students are able to develop a sense of community over online synchronous communication platforms.
Personalized learning, individualized instruction, personal learning environment and direct instruction all refer to efforts to tailor education to meet the different needs of students.
Independent study is a form of education offered by many high schools, colleges, and other educational institutions. It is sometimes referred to as directed study, and is an educational activity undertaken by an individual with little to no supervision. Typically a student and professor or teacher agree upon a topic for the student to research with guidance from the instructor for an agreed upon amount of credits. Independent studies provide a way for well-motivated students to pursue a topic of interest that does not necessarily fit into a traditional academic curriculum. They are a way for students to learn specialized material or gain research experience.
E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.
Open education is an educational movement founded on openness, with connections to other educational movements such as critical pedagogy, and with an educational stance which favours widening participation and inclusiveness in society. Open education broadens access to the learning and training traditionally offered through formal education systems and is typically offered through online and distance education. The qualifier "open" refers to the elimination of barriers that can preclude both opportunities and recognition for participation in institution-based learning. One aspect of openness or "opening up" education is the development and adoption of open educational resources in support of open educational practices.
The Distance Education Learning Environments Survey (DELES) is a psychosocial learning environment survey designed specifically to measure college and university distance education learning environments. The DELES was developed in 2003.
Open educational practices (OEP) are part the broader open education landscape, including the openness movement in general. It is a term with multiple layers and dimensions and is often used interchangeably with open pedagogy or open practices. OEP represent teaching and learning techniques that draw upon open and participatory technologies and high-quality open educational resources (OER) in order to facilitate collaborative and flexible learning. Because OEP emerged from the study of OER, there is a strong connection between the two concepts. OEP, for example, often, but not always, involve the application of OER to the teaching and learning process. Open educational practices aim to take the focus beyond building further access to OER and consider how in practice, such resources support education and promote quality and innovation in teaching and learning. The focus in OEP is on reproduction/understanding, connecting information, application, competence, and responsibility rather than the availability of good resources. OEP is a broad concept which can be characterised by a range of collaborative pedagogical practices that include the use, reuse, and creation of OER and that often employ social and participatory technologies for interaction, peer-learning, knowledge creation and sharing, empowerment of learners, and open sharing of teaching practices.
Aaron Doering is an American explorer, author, public speaker, and adventure learning pioneer. He was a full professor at the University of Minnesota until 2019, and the director and co-founder of the Learning Technologies Media Lab. Doering is a laureate of the humanitarian Tech Awards, and was a fellow for the University of Minnesota Institute on the Environment. He is also a fellow for the Royal Canadian Geographical Society.
Online learning involves courses offered by postsecondary institutions that are 100% virtual, excluding massively open online courses (MOOCs). Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is the newest development in distance education that began in the mid-1990s with the spread of the internet and the World Wide Web. 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.