The Digital Visitor and Resident (V&R) model provides a framework to depict how user preference and habit motivates engagement with technology and the web. V&R is commonly described as a continuum, with two modes of online engagement at either end, making a separation between different approaches to engagement. People operating in Visitor mode have a defined goal or task, and select an appropriate online tool to meet their needs as they arise. [1] For example, using a smartphone to search the internet for directions to a local bookstore, thus finding a particular piece of information online and then going offline to complete the task. There will be little in terms of social visibility or trace when online in Visitor mode. People operating in Resident mode are online to connect to, or to be with, other people. For example, posting to the wall in Facebook, tweeting, blogging, or posting comments on blogs. The web supports the projection of their identity and facilitates relationships. In other words, Residents live a percentage of their lives online. Unlike the Visitor mode, there will be online visibility and presence when in Resident mode. [2] It is very common for individuals to engage online in a mixture of Visitor and Resident modes depending on what they are trying to achieve.
Marc Prensky's notions of digital natives and digital immigrants [3] has had a lasting influence on how educational institutions perceive students and technology. However, Prensky's model has been challenged by other researchers who have debated its parameters. One of these new models is the V&R project. [2] It contrasts with Presky's digital native in that it rejects hard divisions based on the age of the user, and instead focuses on the user's desired level of engagement. [4]
The Visitor-Resident continuum illustrates the range of possible modes of engagement individuals now have available to them through the web. The corresponding Digital Visitors and Residents mapping is a tool used by educators and librarians for exploring how their institutional users are engaging with the services they provide. By having students or users map their activity, they can create a picture of their overall engagement. Mapping also can be used to gain a picture of the overall digital presence of a group or department when bringing together and overlaying multiple maps. [2]
The V&R project explored learners' motivations behind different types of engagement with the digital environment, when seeking information. The investigation focused on the sources learners turn to in order to gather information, and which on- and off-line spaces they choose to interact in as part of the learning process. The study used the Digital Visitors and Residents framework to map learners' modes of engagement in both personal and institutional contexts. The project assessed whether individual approaches shift according to the learners' educational stage or whether they develop practices/literacies in early stages that remain largely unchanged as they progress through their educational career. Learners from both the United Kingdom and the United States participated in the project. [2]
The V&R project used both quantitative and qualitative methods for a mixed methods approach. [5] The qualitative method of semi-structured interviews, sometimes accompanied by monthly diaries and follow-up interviews, was used to create a rich, descriptive longitudinal study of preselected individuals who represent the four educational stages (Emerging, Establishing, Embedding, and Experiencing). [6] Findings, to date, indicate that behavior patterns vary by the participants' educational stage rather than by their age, which varies within each stage. This categorization, by educational stages rather than age, contrasts with Prensky's "natives and immigrants" paradigm. However, the V&R notion reflects that individual choices about technology and information seeking derive from context— that is, from individuals' educational and professional priorities — rather than from their age. [6]
The findings also indicate that people still rely on other people to get information, especially those within their personal networks. [7] Individuals make decisions based on convenience within the context of their information needs and the situation within which the need arises. Web-based functionalities are the expected norm for services by many people, as the sources that people chose are overwhelmingly digital. [6] Interviewees mentioned search engines and social media sites far more often than physical places, when looking for information. This reliance on digital spaces coexists with a persistent need to be in contact with other people both online and face to face. Individuals expect to use their own technology to connect with institutional (and other) resources, and to engage in Resident modes of behavior. [6] There is also an underlying perception, particularly by US students, that sources such as Wikipedia should be avoided, creating a “learning black market” where these sources are covertly used and not mentioned. [7] Mentions of the free web, as represented by major media sites and Wikipedia, also far outnumbered mentions of university databases or course management systems such as Moodle, even among graduate students. Participants in all of the educational stages frequently mentioned convenience/ease of use as an important factor in obtaining information.
Undoubtedly, people seek what they need within their existing relationships, and as they move through the educational stages, their networks are increasingly populated with people who have relevant subject expertise. By the time individuals become faculty members, calling a "friend" about an article indefinitely means the friend is also an expert in the field. Relationships are a major factor in how individuals get information and whom they choose for collaboration. The desire to make contact with others also motivates people to engage with technology. [6]
Services and systems need to be embedded into individual's workflow. Therefore, the institution should provide a broad range of tools for gathering information and create simple and convenient interface designs. Institutions should also eliminate any barriers between information discovery and access, along with the promotion and marketing of services academic communities. Institutions should use individual Internet practices as a guide to linking institutional resources to those on the open web by conversing with their academic constituencies and using what they already know about people using Wikipedia. It is also important to ensure that the library, or institution, has a diverse presence in digital and physical spaces, and engages in innovative strategies for making library collections come to life, using social media. [8]
The infoKit draws on the findings and methods of the Jisc/OCLC funded Digital Visitors and Residents (V&R) project which is underpinned by an alternative to Prensky's typing of technology users. It contains advice on evaluating the services you offer to your users. The focus is primarily on digital/online services but set within the broader context of more traditional services, exploring the relationship between the two. [2]
Lifelong learning is the "ongoing, voluntary, and self-motivated" pursuit of knowledge for either personal or professional reasons. It is important for an individual's competitiveness and employability, but also enhances social inclusion, active citizenship, and personal development.
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) 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. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.
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.
A social networking service or SNS is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.
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.
Digital literacy refers to an individual's ability to find, evaluate, and clearly communicate information through typing and other media on various digital platforms. It is evaluated by an individual's grammar, composition, typing skills and ability to produce text, images, audio and designs using technology. The American Library Association (ALA) defines digital literacy as "the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills." While digital literacy initially focused on digital skills and stand-alone computers, the advent of the internet and use of social media, has resulted in the shift in some of its focus to mobile devices. Similar to other expanding definitions of literacy that recognize cultural and historical ways of making meaning, digital literacy does not replace traditional forms of literacy, but instead builds upon and expands the skills that form the foundation of traditional forms of literacy. Digital literacy should be considered to be a part of the path to knowledge.
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media.
Information and media literacy (IML) enables people to show and make informed judgments as users of information and media, as well as to become skillful creators and producers of information and media messages in their own right. Renee Hobbs suggests that “few people verify the information they find online ― both adults and children tend to uncritically trust information they find, from whatever source.” People need to gauge the credibility of information and can do so by answering three questions:
The term digital native describes a young person who has grown up in the digital age, in close contact with computers, the Internet, and video game consoles, and later mobile phones, social media, and tablets. The term is often used to refer to millennials, Generation Z, and Generation Alpha; the latter two are sometimes described as distinct "neo-digital natives", "true" digital natives, or "digital integrators".
OpenLearn is an educational website. It is the UK's Open University's contribution to the Open educational resources (OER) project and the home of free, open learning from The Open University. The original project was part-funded by the William and Flora Hewlett Foundation.
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.
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, literature also states that participants can be separated by time.
Mindomo is a versatile freemium collaborative mind mapping, concept mapping and outlining tool developed by Expert Software Applications. It can be used to develop ideas and interactively brainstorm, with features including sharing, collaboration, task management, presentation and interactive web publication.
Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs. The growth of online learning since the 1990s, particularly in higher education, has contributed to the advancement of Learning Analytics as student data can be captured and made available for analysis. When learners use an LMS, social media, or similar online tools, their clicks, navigation patterns, time on task, social networks, information flow, and concept development through discussions can be tracked. The rapid development of massive open online courses (MOOCs) offers additional data for researchers to evaluate teaching and learning in online environments.
Educational data mining (EDM) describes a research field concerned with the application of data mining, machine learning and statistics to information generated from educational settings. At a high level, the field seeks to develop and improve methods for exploring this data, which often has multiple levels of meaningful hierarchy, in order to discover new insights about how people learn in the context of such settings. In doing so, EDM has contributed to theories of learning investigated by researchers in educational psychology and the learning sciences. The field is closely tied to that of learning analytics, and the two have been compared and contrasted.
A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation; and have some level of integration with other institutional systems.
The concept or theory of meaningful learning is that learned information is completely understood and can now be used to make connections with other previously known knowledge, aiding in further understanding. Since information is stored in a network of connections, it can be accessed from multiple starting points depending on the context of recall. Meaningful learning is often contrasted with rote learning, a method in which information is memorized sometimes without elements of understanding or relation to other objects or situations. A real-world example of a concept the learner has learned is an instance of meaningful learning. Utilization of meaningful learning may trigger further learning, as the relation of a concept to a real-world situation may be encouraging to the learner. It may encourage the learner to understand the information presented and will assist with active learning techniques to aid their understanding. Although it takes longer than rote memorization, information is typically retained for a longer period of time.
Language MOOCs are web-based online courses freely accessible for a limited period of time, created for those interested in developing their skills in a foreign language. As Sokolik (2014) states, enrolment is large, free and not restricted to students by age or geographic location. They have to follow the format of a course, i.e., include a syllabus and schedule and offer the guidance of one or several instructors. The MOOCs are not so new, since courses with such characteristics had been available online for quite a lot of time before Dave Cormier coined the term 'MOOC' in 2008. Furthermore, MOOCs are generally regarded as the natural evolution of OERs, which are freely accessible materials used in Education for teaching, learning and assessment.