Learning Technologies expanded from academic practice and the audio-visual interaction movement. Learning technology was initially seen as equipment technology, which is relates to the use equipment, media and means to accomplish academic objectives or in various other words teaching with audio-visual aids. Learning Technology is a mix of 3 streams of mutual rate of passion, specifically media in education, psychology of learning and systems approach in education.
Historic History and Learning Technology
Edgar Dale and James Finn are 2 numbers that have added to the development of modern learning technology.
From the picture, we can see the range of experience degrees from direct to experience through interaction signs, which ranges from concrete to abstract, and of course has certain ramifications for the choice of learning techniques and products, particularly in the development of Learning Technologies.
Edgar Dale’s ideas on the Cone of Experience are a preliminary attempt to provide a reasoning or basis for the connection in between learning concept and audiovisual interaction. Dale’s Cone of Experience has unified the academic concept of John Dewey (among the leaders of the flow of progressivism) with ideas in the area of psychology that were popular during that time.
On the other hand, James Finn, a doctoral trainee from Edgar Dale, contributed in suggesting the area of audio-visual interaction right into Learning Technology which has since turned into a different occupation, sustained by its own research, concept and methods. Finn’s ideas about the integration of systems and processes have the ability to cover and expand Edgar Dale’s ideas about the connection in between products and the learning process.
Definition of Learning Technology
The formula of the concept of learning technology has gone through several changes, according to the background and development of learning technology itself. Listed below are some meanings of Learning Technology that have an impact on the development of Learning Technology.
Organization for Academic Interactions Technology (AECT) Definition 1963
“Audio-visual interaction is a branch of academic concept and practice that’s primarily interested in designing, and using messages to control the learning process, consisting of tasks: (a) examining the weak points and staminas of a message in the learning process; (b) structuring and systematizing by individuals and tools in the academic environment, consisting of: planning, manufacturing, choice, management and usage of elements and the entire learning system. The practical objective is to use each technique and medium of interaction effectively to assist develop the potential of learners to the max.”
Although still using the call audio-visual interaction, the over definition has produced a fundamental structure for the development of the next Learning Technology and can motivate enhanced learning.
Definition of Compensation on Direction Technology (CIT) 1970
“In a more basic sense, learning technology is specified as media that was birthed consequently of the interaction transformation that can be used for learning purposes along with instructors, textbooks, and whiteboards…parts that comprise learning technology are tv, movie, OHP, computer systems and various other software and hardware components.