Web-based Learning
When "Web-based learning" is used, a range of environments may come to mind. Baker & O'Neil (2006) summarised nine types of Web-based learning experiences:
- Formal course or module of distance learning: goal focused and wholly delivered through a distributed network. Place and time of instruction partially unconstrained.
- Blended course: goal focused, core instructional delivery and interaction is shared by live and computer-supported instruction. Some synchronous instruction required.
- Technology-supported courses: it involves the provision of course support materials, quizes, assignments, feedback, and opportunities for interaction by distance, but with the majority of instruction taking place in face-to-face, unmediated environments.
- Technology-enriched environments: it involves isolated units of instruction, where the majority of the course is offered in its traditional live form, but there is a particular component intended for practice or enrichment that is available on the Web.
- Discretionary Web activity: enrichment or other activities supporting computer literacy skills. Such Web-based experiences, in contrast to more formal and purpose-driven uses, may also take place in formal school-like settings, but possess more diffuse goals. For example, permitting children to play with drawing programs, matching games, or voluntary choices of software may have the consequence of meeting general goals of computer literacy as well as supporting incidental learning inherent in the program.
- Tool use: learning that occurs related to the use of interactive tools involving search, document preparation, and spreadsheet and database design and collaborative work.
- Focused games and simulations: using games and simulations to provide complex practice environments or to teach specific planned goals. These games, developed for commercial distribution, may involved role playing, strategy planning and execution, and collaboration (or conflict) with other users.
- Exploratory games and simulations: it involves less goal-oriented games and simulations, where the lesson is to acquire particular processes so that the learner has complex understanding of the processes needed for success. Frequently the learner is encouraged to explore the effects of modifying variables, or the simulation gives the learner even greater opportunity to design the circumstances in which he/she is involved.
- Domain specific incidental learning: relevant to learning rules and rewards of using (usually) commercial sites.
Reference
Baker, E. L., & O'Neil, H. F. (2006). Evaluating Web-based learning environments. In H. F. O'Neil & R. S. Perez (Eds.), Web-based learning: theory, research, and practice (pp. 3-20). New York: Routledge.
Links to Resources
Examples of web-based learning
Try to match the following nine cases and the nine types of Web-based learning detailed above:
- Case A. Mr Aurbrey teaches "Preliminary - Software Design and Development" course at Gorokan High School. He lets his students complete an online tutorial in a course management system, which is a theory unit of the course. Go to http://gorokan-high.nsw.edu.au/moodle and see the course discription:

- Case B. In the same school, Mr Cornford teaches "Year 11 Information Processes and Technology" course. He designed several quizes and assessment tasks in a course management system. Such online activities cover every unit of the course. After a unit is taught, the students are expected to complete the corresponding learning activities in the system. Go to http://gorokan-high.nsw.edu.au/moodle and see the course discription:

- Case C. At Fish Market, a we-based game, students are offered a visually stimulating, rich environment for exploring supply and demand through buying and selling fish in trading markets in a range of Australian and New Zealand cities. Go to have a play at http://econtent.thelearningfederation.edu.au/ec/objects/view/L2574?key=hrHCZNEy
- Case D. PayPal Buyer Set-up Guide is a step-by-step online tutorial teaching eBay buyers how to set up an account, add fund, and pay for items sold on eBay. Check it out at https://www.paypal-education.com.au/buyersguide
- Case E. Englishtown is an online English school offering non-native-English-speaking students 24*7*365 access to online English courses and synchronous virtual classrooms where there are real ESL teachers giving conversational lessons every hour through the day. Go to have a look at http://www.englishtown.com/online/school.aspx
- Case F. Mr Marley teaches Grade 5 at Yarra Road Primary School. He used a Wiki space to organised his course Marine Studies, in which 26 students collaboratively wrote a chain story named Adventure in the Trench. Go to have a look at http://yrps5m.wikispaces.com/Adventure+in+the+Trench
- Case G. ElectroCity is an online game that has been developed specifically for teachers and students between Years 7 and 9. Students build and manage their own virtual towns and cities, making important decisions and learning about energy generation, environmental management and many more practical and relevant concepts. There is plenty of real-world information built into the game and kids can put that information to good use in their own cities. Check out the teacher resources for ElectroCity at http://www.electrocity.co.nz/Resources
- Case H. Blended Learning International offers Certificate IV in Training and Assessment course. The course combines online tutorials and face-to-face workshops. Go to have a look at http://www.blendedlearning.com.au/training_assessment.html
- Case I. Wynnum State High School provides students with computer with Internet access. At the beginning of each school year, each student participating in the Resource Hire Scheme will be given an Internet Account with an opening credit of $10.00. The students can use the computers for their own educational purposes without being monitored by a teacher. Have a look at the School's policy: http://www.wynnumshs.eq.edu.au/documents/PDF/Computer%20Use%20and%20Internet%20Access%20Policy.pdf
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