Worldware

Last updated

Worldware is a term coined in the 1990s to denote software that is created and marketed mainly for purposes other than teaching and learning, but which is also used for teaching and learning. [1] [2] [3] [4] [5] [6] [7]

Educom (a collaboration among universities to explore the use of technology in higher education) launched a "Valuable Viable Software" (VVS) task force in the 1990s, to evaluate the success of different kinds of software being used for teaching in universities. Steve Ehrmann, a member of the task force, is widely credited with coining the term "worldware" to describe multipurpose software already in widespread use outside universities. Writing in 1995, Ehrmann explained the term as follows: [8]

Worldware is developed for purposes other than instruction but is also used for teaching and learning. Word processors are worldware. So are computer-aided design packages. So are electronic mail and the Internet.

Reporting their findings in 1994, VVS stated that the most successful learning came, not from instructional packages, but from students working with "worldware" or with student editions of worldware. [9]

When interviewed for a virtual round table in 2009, Ehrmann explained that worldware (and its student editions) had many advantages over typical instructional software: [10]

It was much more likely to be known in advance to the students and to the teachers. And it was much more likely to be seen as legitimate-- the students and teachers could see that it was valued in the larger world. ... Then, too, there was the amortization of costs. A large market was paying for worldware, so the cost per user to develop, market, support, maintain, and upgrade worldware typically was low while the cost per user for courseware was usually high. Another big advantage: If a vendor went out of business, another vendor might come in and be able to run the files that had run on the previous vendor's software. These were all potentially significant advantages.

Related Research Articles

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 which 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.

<span class="mw-page-title-main">Web conferencing</span> Forms of online many-to-many communication

Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars, webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative sessions. The terminology related to these technologies is exact and agreed relying on the standards for web conferencing but specific organizations practices in usage exist to provide also term usage reference.

A learning management system (LMS) 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. 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.

Universal Design for Learning (UDL) is an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences.

Educause is a nonprofit association in the United States whose mission is "to advance higher education through the use of information technology". Membership is open to institutions of higher education, corporations serving the higher education information technology market, and other related associations and organizations.

<span class="mw-page-title-main">Julian Lombardi</span> American computer scientist

Julian Lombardi is an American inventor, author, educator, and computer scientist known for his work with socio-computational systems, scalable virtual world technologies, and in the design and deployment of deeply collaborative virtual learning environments.

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.

<span class="mw-page-title-main">Australian Computers in Education Conference</span>

This National Conference is the biennial conference of the Australian Council for Computers in Education (ACCE). The conference opens to anyone who in interested in sharing their digital teaching experiences. The first conference took place in Melbourne, 1983. Between 1983 and 1996, the conference was held annually across Australia. After 1996, the conference became biennial. From 1994, a series of frameworks were launched in Australia to integrate Information and Communication Technology(ICT) into education. Western Australia's 2001 Competency framework for Teachers identified teachers as an important component in developing computer education. In 2010, Education Minister Julia Gillard, proposed an education agenda to provide Australia a better education system. Besides ACCE, there are many organizations and conferences supporting the development of computer education in Australia. Technology in education consists of two major approaches: Learning with technology and learning from technology. Technology in education learning and traditional classroom learning have different focuses and defining features. There are also four types of computer education:Bring your own device(BYOD), blended learning, online learning, and flipped learning.

<span class="mw-page-title-main">History of virtual learning environments</span> Home

A virtual learning environment (VLE) is a system that creates an environment designed to facilitate teachers' management of educational courses for their students, especially a system using computer hardware and software that involves distance learning. In North America, a virtual learning environment is often referred to as a "learning management system" (LMS).

Social learning tools are tools used for pedagogical and andragogical purposes that utilize social software and/or social media in order to facilitate learning through interactions between individuals and systems. The idea of setting up "social learning tools" is to make education more convenient and widespread. It also allows an interaction between users and/or the software which can bring a different aspect to learning. People can acquire knowledge by distance learning tools, for instance, Facebook, Twitter, Khan Academy and so on. Social learning tools may mediate in formal or informal learning environments to help create connections between learners, instructors and information. These connections form dynamic knowledge networks. Social learning tools are used in schools for teaching/learning and in businesses for training. Within a school environment, the use of social learning tools can affect not only the user (student) but his/her caretaker as well as his/her instructor. It brings a different approach to the traditional way of learning which affects the student and his/her support circle. Companies also use social learning tools. They used them to improve knowledge transfer within departments and across teams. Businesses use a variety of these tools to create a social learning environment. They are also used in company settings to help improve team work, problem solving, and performance in stressful situations.

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. In North America, VLEs are often referred to as Learning Management Systems (LMS).

<span class="mw-page-title-main">Flipped classroom</span> Instructional strategy and a type of blended learning

A flipped classroom is an instructional strategy and a type of blended learning, which 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.

Blackboard Inc. was an American educational technology company with corporate headquarters in Reston, VA. It was known for Blackboard Learn, a learning management system. It merged with Anthology in late 2021, with the future name of the combined company not announced yet.

<span class="mw-page-title-main">Kahoot!</span> Online educational quiz game

Kahoot! is a Norwegian online game-based learning platform. It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Digital media in education</span>

Digital Media in education is measured by a person's ability to access, analyze, evaluate, and produce media content and communication in a variety of forms. These media may involve incorporating multiple digital softwares, devices, and platforms as a tool for learning. The use of digital media in education is growing rapidly in today's age, competing with books for the leading form of communication. This form of education is slowly combating the traditional forms of education that have been around for a long time. With the introduction of virtual education, there has been a need for more incorporation of new digital platforms in online classrooms.

<span class="mw-page-title-main">Flip (software)</span> Software app

Flip is a free-to-use video discussion platform owned by Microsoft for use in classroom environments. The platform is available via a web browser, or through a mobile app on iOS and Android devices. The software allows teachers to post topics arranged in a grid which contain videos and text-based information, and allows students to submit their own videos in response. Students and teachers are able to add items to the videos they upload including sticky notes and stickers, and the videos uploaded can include automatically transcribed closed captioning.

References

  1. "The Instructional Technology Primer: Worldware". Trinity College. Retrieved 2007-08-06.
  2. Deacon, Andrew; Jaftha, Jacob (June 2004). "Integrating Worldware in Blended Learning Environments" (PDF). University of Cape Town . Retrieved July 4, 2020 via Google Scholar.[ dead link ]
  3. McGowan, Cynthia; Sendall, Patricia (April 1, 1997). "Using the World Wide Web To Enhance Writing Assignments in Introductory Chemistry Courses". Journal of Chemical Education. ACS Publications. 74 (4): 391. doi:10.1021/ed074p391 . Retrieved July 4, 2020 via Google Scholar.
  4. "When is Software Both Valuable and Viable?". Association for the Advancement of Computing in Education. June 17, 1996. pp. 350–353. Retrieved July 4, 2020 via Google Scholar.
  5. Ehrmann, Stephen (January 2000). "Technology and Educational Revolution: Ending the Cycle of Failure". Liberal Education. Retrieved July 4, 2020 via Google Scholar.
  6. Deacon, Andrew; Jaftha, Jacoba; Horwitz, David (March 1, 2004). "Customising Microsoft Office to develop a tutorial learning environment". British Journal of Educational Technology . 35 (2): 223–234. doi:10.1111/j.0007-1013.2004.00383.x . Retrieved July 4, 2020 via Google Scholar.
  7. O'Donoghue, John (2008). "Technology Supported Learning and Teaching within the Context of Higher Education in a 21st Century Society" (PDF). Retrieved July 4, 2020 via Google Scholar.
  8. Ehrmann, Stephen C. (1995). "Asking the right question: what does research tell us about technology and higher learning?". Change. 27 (2): 20–27. doi:10.1080/00091383.1995.9937734.
  9. Ehrmann, Stephen C (November 24, 1994). "'Delivering' Education? Observations on the Economics and Limits of Directed Education and Technology-based Materials". Telematics for Education and Training. Telematics for Education and Training Conference. Düsseldorf/Neuss: IOS Press. When the VVS Project team first convened and began to share examples of valuable viable software, we soon realized that the vast majorities of the successes were pieces of software originally designed for uses other than undergraduate instruction. Because their origins and chief market were in the larger world (outside pure instruction), we called them "worldware."
  10. Grush, Mary (January 1, 2019). "To the Cloud and Beyond". Campus Technology. Retrieved July 4, 2020.

Further reading