The examples and perspective in this article may not represent a worldwide view of the subject.(December 2008) |
An online school (virtual school, e-school, or cyber-school) teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who are separated from the instructor and to support regular and substantive interaction between the students. [1] Online education exists all around the world and is used for all levels of education (K-12 High school/secondary school, college, or graduate school). This type of learning enables the individuals to earn transferable credits, take recognized examinations, and advance to the next level of education over the Internet.
Virtual education is most commonly used in high school and college. 30-year-old students or older tend to study online programs at higher rates. [2] This group represents 41% of the online education population, while 35.5% of students ages 24–29 and 24.5% of students ages 15–23 participate in virtual education.
Virtual education is becoming increasingly used worldwide. There are currently more than 4,700 colleges and universities that provide online courses to their students. [3] In 2015, more than 6 U.S. million students were taking at least one course online, this number grew by 3.9% from the previous year. [1] In 2021, more than 53% of postgraduate students were taking at least some classes online. The total number of online students in the U.S. was 7.5 million in 2024. [4]
Instructional models vary, ranging from distance learning types which provide study materials for independent self-paced study, to live, interactive classes where students communicate with a teacher in a class group lesson. Class sizes range widely from a small group of 6 pupils or students to hundreds in a virtual school.
The courses that are independent and self-paced are called asynchronous courses. Typically for this type of learning, the students are given the assignments and information and are expected to complete the assignments by the due date. This is done on their own time. There is no scheduled time when the class meets. Usually, the only interactions that take place are through discussion boards, blogs, and wikis.
On the other hand, synchronous online courses happen in real-time. The instructor and students all interact online at the same time. This is done either through text, video, or audio chat. Therefore, these lessons are socially constructed. In addition to the scheduled class time, there are usually additional assignments to complete. A key to keeping Kindergartners engaged in distance learning can be challenging. Individualizing lessons and giving mini breaks can help students stay engaged during short synchronous sessions. As an educator you have to find creative ways to keep children attention on the screen especially since they're in the comfort of their home with all their toys and all the other luxuries within the house they desire. It is hard to keep their attention in the classroom so virtual learning now becomes extremely harder.
Secondary school age students have to be extremely disciplined and focused in order to be successful in virtual learning. Just like being at an actual school, these pre-teens and teenagers have to make sure they are presentable/looking good before logging onto their classes and have to greet all of their friends and turn off their cell phones before the lesson begins because that will be a big distraction for them just as it would in the classroom. Some of the same problems that exist at school have the potential of existing at home with virtual school.
Hybrid, sometimes also called blended, courses are when students learn and interact both in-person and online. These classes meet in-person during the semester in addition to computer-based communication. [5]
During the COVID-19 pandemic, students around the world were forced to attend school online, although not all students had access to tablets or computers to attend. The number of online students decreased in 2022 and 2023, but remained well above pre-pandemic levels. [4]
Virtual classrooms are made possible through the use of educational technology with the help of the internet. [6] The internet itself can be credited on what enabled modern distance learning to be developed. [6] The internet plays a role in virtual classrooms with resources such as virtual test taking functions, systems that aide coursework that include electronic reading materials, video conferencing for lectures and chatrooms. [6] During the COVID-19 pandemic, the United States began to encourage social distancing in the education system. [7] One use of technology that was found to be resourceful in the collaboration of students and teachers in virtual learning was the use of video conferencing. [7] The utilization of web video conferencing allows students to communicate virtually with their teachers and simulate a classroom environment, with many using services such as Zoom and Cisco WebEx. [7] To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [8] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [9] Secondlife can be used as a substitute for face to face learning. It has qualities that resembles an in person curriculum such as class discussions, participation in lectures, and completing assignments. [9] Gamification can also serve as an aide to increase a student's intrinsic motivation. [10] The use of rewarding points while a student is using a gamification system can enhance internal motivation and motivate the student to accomplish learning goals from the game's objective. [11] During the COVID-19 pandemic, many schools turned to virtual learning. [12]
Where online methods are integrated with State provision, costs follow state school standards. Otherwise, fees must be met by the student or parents. Many US school districts are now creating their own online services to avoid paying external providers. Such students can graduate from their home district without ever leaving home. In most of these cases, students are given computers, books, and even Internet service to complete coursework from home.
With the resources of the Internet as a library, and the ease of making online study materials, there is usually a comparatively small requirement for textbooks. Most courses will provide electronic materials free of cost, or included in the course fee. Textbooks are most often required for an exam syllabus course.
Students with cognitive and/or physical disabilities often times face issues accessing online schools. One of the groups of disabled students who have difficulty accessing online learning platforms is students with severe visual impairments. They most often use screen readers in order to use online school, but there are many instances where activities, files, etc., don't support the use of screen readers. Another group of students who face accessibility issues when using online learning platforms is deaf and hard of hearing students. The most prevalent issue that this group of students face is lack of or inaccurate captioning on video and audio media. Another group that has issues accessing online schooling resources is students with motor impairments. These students often have a difficult time using a computer or tablet, and will sometimes use another technology in order to interact with the computer or tablet. This makes learning especially difficult when game-like activities are used for learning and when timed activities or real-time instruction is taking place. The last major group of students who face access issues due to a disability is students with cognitive disabilities. There are a wide range of cognitive disabilities which means that these disabilities can impact learning in a variety of different ways. Some of the accessibility issues that students with cognitive disabilities face include: busy/disorganized media, pages that are difficult to navigate, time constraints, flashing of the screen, pages or articles that lack proper titles and headings, and much more. [13]
Potential advantages:
Potential disadvantages:
The examples and perspective in this article deal primarily with the United Kingdom and do not represent a worldwide view of the subject.(June 2023) |
WebCT, now called Blackboard, was developed by the Department of Computer Science at the University of British Columbia (UBC). It was one of the first online learning platforms created that resembles present-day online learning platforms. UBC conducted a study in order to test the effectiveness of WebCT by implementing it in different ways in each of three sections of a computer science course. One section of the course used WebCT in conjunction with in-person lectures, one section used WebCT as the only instructional method, and the last section used only in-person instruction. By the end of the semester, it was found that the section of the course utilizing WebCT with in-person lectures had a significantly higher average performance, while the other two sections which used only one instructional method, were found to have average academic performances approximately equivalent to each other. [22]
Due to the results from the UBC computer science course, a course titled "Electric Circuits" at Morgan State University made the decision to add the use of WebCT to the lectures. This change was made for the Fall 1997 semester. After a semester of using WebCT in the course, it was found that average grade had gone up since the previous two semesters. In the Fall of 1996 and the Spring of 1997, the average grade in the course was an 82%, whereas in the Fall of 1997, the semester where WebCT was used, the average grade was 86%. [22]
Online Education providers in the United Kingdom are not currently eligible for accreditation by the Department for Education and therefore it is difficult to measure quality of providers. Following a consultation process that began in 2019, The DFE and Ofsted are currently working towards a pilot online education provider accreditation scheme using a variation of the Independent School Inspectorate Inspection framework. [23]
As claimed in a study done by Eric Bettinger and Susanna Loeb, on average, online students "do substantially worse than students in the same face-to-face course". [16] Furthermore, students who attend K-12 online consistently perform worse on state tests than their peers in brick and mortar environments, even when taking into account prior achievement. [24]
Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).
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.
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.
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."
A virtual campus or e campus, refers to the online offerings of a college or university where college work is completed either partially or wholly online, often with the assistance of the teacher, professor, or teaching assistant. Many colleges and universities now offer such courses either partially or wholly online. There are an estimated 4,500 such institutions with total enrollments approaching perhaps 2 million.
A virtual university provides higher education programs through electronic media, typically the Internet. Some are bricks-and-mortar institutions that provide online learning as part of their extended university courses while others solely offer online courses. They are regarded as a form of distance education. The goal of virtual universities is to provide access to the part of the population who would not be able to attend a physical campus, for reasons such as distance—in which students live too far from a physical campus to attend regular classes; and the need for flexibility—some students need the flexibility to study at home whenever it is convenient for them to do so.
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."
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.
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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.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
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).
Online communication between home and school is the use of digital telecommunication to convey information and ideas between teachers, students, parents, and school administrators. As the use of e-mail and the internet becomes even more widespread, these tools become more valuable and useful in education for the purposes of increasing learning for students, and facilitating conversations between students, parents, and schools.
A flipped classroom is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. This pedagogical style moves activities, including those that may have traditionally been considered homework, into the classroom. With a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home, while actively engaging concepts in the classroom with a mentor's guidance.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
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.
In 2020, school systems in the United States began to close down in March because of the spread of COVID-19. This was a historic event in the history of the United States schooling system because it forced schools to shut-down. At the very peak of school closures, COVID-19 affected 55.1 million students in 124,000 public and private U.S. schools. The effects of widespread school shut-downs were felt nationwide, and aggravated several social inequalities in gender, technology, educational achievement, and mental health.