Educational technology, sometimes shortened to EduTech or EdTech, is a wide field. Therefore, one can find many definitions, some of which are conflicting. Educational technology as an academic field can be considered either as a design science or as a collection of different research interests addressing fundamental issues of learning, teaching and social organization. Educational technology as practice refers to any form of teaching and learning that makes use of technology. Nevertheless, there are a few features on which most researchers and practitioners might agree:
In this short introduction we will try to give a preliminary definition of the field.
See also:
Educational technology is a very wide field. Therefore one can find many definitions, some of which are conflicting.
Educational technology is a field. A educational technology refers to a technology that is particularly suited for education plus its usage/range of applications maybe. See the educational technologies article and the category educational technologies. Instructional technology and elearning which sometimes are used as a synonyms sometimes not. e-learning often refers to technology or designs used in distance teaching, but it also is used to describe any sort of technology use in education.
As of 2019, e-learning has been replaced by the word "digital learning" or sometimes edTech. We prefer continue using "educational technology", although the term "digital learning" is more open to the idea that technology has become a general omnipresent tool, i.e. encompasses any sort of technology use in education.
The following graphic shows the evolution according to google trends. Globally speaking, interest in the field has much declined. This can be explained by the fact that search terms like "educational technology" have been replaced by trendy technology, such as "MOOC" or "e-learning", not shown in the figure, as explained in the digital learning article.
Educational technology research always had an ambitious agenda. Sometimes it only aims at increased efficiency or effectiveness of current practise, but frequently it aims at pedagogical change. While it can be considered as a design science it also addresses fundamental issues of learning, teaching and social organization and therefore makes use of the full range of modern social science and life sciences methodology.
Technology is therefore both a tool and a catalyzer and it can become a medium through which change can happen.
Spector (2005) proposed an educratic oath for educational technologists: An Educratic Oath inspired by the Hippocratic Oath was proposed by Spector (2005) for educational technologists:
Summarized, it summons us to improve education (and not hinder it), to use evidence from research and practice, to share, and to respect others.
Defining the field is both simple (e.g., see the definitions at the top) and difficult. There are a several perspectives.
Besides being a field of research, Educational Technology is synonymous for { Pedagogy, Learning, Instructional design, etc.} with technology and therefore also an engineering discipline, a design science or an craft (whatever you prefer).
In order to define educational technology we may ask ourselves what constitutes an instructional design and what disciplines look at these constituents.
Even from a pure "engineering perspective," it doesn't make much sense to talk about Educational Technology just in terms of Instructional design models or instructional design methods. An instructional designer also feels concerned by more fundamental disciplines like general learning theory or pedagogical theory. These theories provide interesting insights on issues like the relation between learning type or learning level and appropriate pedagogic strategy, how affect and motivation may influence the learning process, what multimedia design can learn from theories on human information processing or cognitive load, why metacognition and collaborative learning is important etc.
More design-oriented educational technologists rather look a cross-section of several phenomena, i.e., they adopt an interdisciplinary approach that will ultimately lead to better pedagogical designs in a given area.
Owen (2008) identifies three key pedagogical facts that "organise" the ICT-enhanced pedagogical landscape.
Many researchers in the field rather adopt a more fundamental research stance and they focus on small well defined problems such as "under which conditions can multimedia animations be effective." As such, few researchers working in the field identify themselves as primarily educational technology researchers
A field is implicitly defined by journals, conferences and study programs.
The Journal of Interactive Learning Research published by the association for the Advancement of Computing in Education included on March 2006 the following enumeration of interactive learning environments that gives an idea on the technical scope of the field.
Note: Main-stream e-learning is a special case of computer-based training and computer-mediated communication. It also may include other elements like passive or interactive multimedia animations.
Each time a new technology appears soon after it may be hailed as a new solution to education by both researchers and practitioners. Therefore, one also could argue that fundamentally speaking, educational technology research and practice is technology driven (although not many members of the community would accept this stance). E.g., see Daniel Chandler's Technological or Media Determinism discussion.
The Educational technologies article attempts to categorize some technologies.
According to Bates there is no adequate instructional design method or model for selecting media. However, he does recommend a method that will structure the selection process:
“A review of more recent publications on media selection suggests that despite the rapid developments in media and technology over the last 20 years, my ACTIONS model (Bates, 1995) is one of the major models still being applied, although with further amendments and additions (see for instance, Baytak, undated; Lambert and Williams, 1999; Koumi, 2006). Indeed, I myself modified the ACTIONS model, which was developed for distance education, to the SECTIONS model to cover the use of media in campus-based as well as distance education (Bates and Poole, 2003).” (Bates, 2015:chapter 8.1) SECTIONS stands for:
Educational technology in way could be traced back to the emergence of very early tools, e.g., paintings on cave walls. But usually its history is made to start with educational film (1900's) or Sidney Pressey's mechanical teaching machines in the 1920'.
First large scale usage of new technologies can be traced to US WWII training of soldiers through training films and other mediated materials. Today, presentation-based technology, based on the idea that people can learn contents trough aural and visual reception, exists in many forms, e.g., streaming audio and video, PowerPoint presentations + voice-over. Another interesting invention of the 1940's was hypertext, i.e., V. Bush's memex.
The 1950's led to two major still popular designs. Skinners work led to "programmed instruction" focusing on the formulation of behavioral objectives, breaking instructional content into small units and rewarding correct responses early and often. Advocating a mastery approach to learning based on his taxonomy of intellectual behaviors, Bloom endorsed instructional techniques that varied both instruction and time according to learner requirements. Models based on these designs were usually referred to as computer-based training" (CBT), Computer-aided instruction or computer-assisted instruction (CAI) in the 1970's through the 1990's. In a more simplified form they correspond to today's "e-contents" that often form the core of "e-learning" set-ups, sometimes also referred to as web-based training (WBT) or e-instruction. The course designer divides learning contents into smaller chunks of text augmented with graphics and multimedia presentation. Frequent Multiple Choice questions with immediate feedback are added for self-assessment and guidance. Such e-contents can rely on standards defined by IMS, ADL/Scorm and IEEE.
The 1980's and 1990's produced a variety of schools that can be put under the umbrella of the label Computer-based learning (CBL). Frequently based on constructivist and cognitivist learning theories, these environments focused on teaching both abstract and domain-specific problem solving. Preferred technologies were micro-worlds (computer environments were learners could explore and build), simulations (computer environments where learner can play with parameters of dynamic systems) and hypertext.
Digitized communication and networking in education started in the mid 80s and became popular by the mid-90's, in particular through the World-Wide Web (WWW), eMail and Forums. There is a difference between two major forms of online learning. The earlier type, based on either Computer Based Training (CBT) or Computer-based learning (CBL), focused on the interaction between the student and computer drills plus tutorials on one hand or micro-worlds and simulations on the other. Both can be delivered today over the WWW. Today, the prevailing paradigm in the regular school system is Computer-mediated communication (CMC), where the primary form of interaction is between students and instructors, mediated by the computer. CBT/CBL usually means individualized (self-study) learning, while CMC involves teacher/tutor facilitation and requires scenarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks. It also provides tools for student and curriculum management.
In addition to classroom enhancement, learning technologies also play a major role in full-time distance teaching. While most quality offers still rely on paper, videos and occasional CBT/CBL materials, there is increased use of e-tutoring through forums, instant messaging, video-conferencing etc. Courses addressed to smaller groups frequently use blended or hybrid designs that mix presence courses (usually in the beginning and at the end of a module) with distance activities and use various pedagogical styles (e.g., drill & practise, exercises, projects, etc.).
The 2000's emergence of multiple mobile and ubiquitous technologies gave a new impulse to situated learning theories favoring learning-in-context scenarios. Some literature uses the concept of integrated learning to describe blended learning scenarios that integrate both school and authentic (e.g., workplace) settings. Web services, both educational and non-educational gain popularity.
The 2010's include MOOCs, a consolidation of rapid elearning in business, a return of a type of simulations through serious gaming and a technical trend towards delivery with HTML5 (as opposed to proprietary solutions). Non-educational on-line applications are main-stream now, e.g. shared office applications, note pads, ang various instant messaging applications. In addition, there is a lot of noise about learning analytics and statistical AI to analyze the data. Other topics like PLE or educational badges don't have much success. Simple content delivery and simple student management and assessment tools are still king as demonstrated by the (UK-based) Association for Learning Technology Annual Surveys.
See also the very complete (until the early 2000s) History of virtual learning environments on Wikipedia or the more recent the 25 Years of Ed Tech blog posts by Martin Weller.
Many topics fade in and out over longer cycle (typically about 15 years), e.g. technology can lower costs, intelligent tutoring, adaptive systems, individual learning, student data to improve education. Some authors talks about "Zombie" ideas “The zombie idea that is rapidly being converted into policies that in the past have been “refuted with evidence but refuse to die” is: new technologies can cure K-12 and higher education problems of teaching and learning.” (Larry Cuban on School Reform and Classroom Practice (2012, retrieved April 2019).
Today we are facing a wide range of pedagogical strategies and available technologies. Classification schemes taking into account both dimensions can become very complex, e.g. Joyce (2000) or Reeves & Reeves (1998). We will present both simple and more complex attempts but also take into account that pedagogical designs and technologies can be combined in certain ways, e.g., one can integrate activity-oriented courseware like a simulation within an content-oriented LMS.
See also: the educational technologies article for a technology-centered overview.
We distinguish between two big families: (1) content or courseware oriented and (2) communication/activity oriented. This typology reflects 2 fundamentally different stances that can be found as well in research and practice.
This distinction is similar to Schulmeister's e-learning types A and B.
Baumgartner & Kalz (2004) distinguished three major teaching forms. This framework was then used to evaluate functionality of technology. It also can be be used to categorize current on-line teaching practice.
Table 1: Three major forms of pedagogies and associated technologies (adapted from Baumgartner & Kalz, 2004).
Dominant Strategy | Transfer (teaching I) | Tutoring (teaching II) | Coaching (teaching III) |
---|---|---|---|
Knowledge type | Factual knowledge, "know-that" | Procedural knowledge, "know-how", problem solving, concepts | Social practice, "knowing in action" |
Aims of Teaching | Transfer of propositional knowledge | Presentation of predetermined problems | Action in (complex and social) situations |
Learning goal | to know, to remember | to do, to practice, to argue | to cope, to master |
Assessment | Production of correct answers | Selection of correct methods and its use | Realization of adequate action strategies |
Learning content type | Verbal knowledge, Memorization | Skill, Ability | Social Responsibility |
Teaching and learning strategies and activities | to teach, to explain | to observe, to help, to demonstrate | to cooperate, to support |
Preferred technologies | e-instruction using learning management systems (LMS) or learning content management systems (LCMS). Also referred to as web-based training (WBT).
|
Computer-based learning: simulations, microworlds, intelligent tutoring systems e-tutoring combined with e-instruction using LMSs
|
E-Coaching using Collaborative Content management systems (Portals, Wikis, etc.), collaborative mobile technology, Cognitive tools such as Knowledge Forums, social software, etc. |
On can argue that the Baumgartner and Kalz typology does a good job in relating learning to teaching to technology. However, for a more differentiated view of learning, see the learning types and learning levels discussion. See some further discussion in the learning theory and pedagogic strategy article.
Moore (1989) distinguishes three types of interaction in distance education and that also can be useful to categorize educational technologies:
According to Lou et al. (2006:141) other more recently introduced categories (first three by Anderson, 2003) are:
Researchers in educational technology adopt different stances of what it means to practice academic research. One may initially distinguish a series of levels going from the conceptual to the technical:
Some researchers may combine a fundamental research perspective with a particular kind of instructional design and a particular kind of technology. Depending upon these options, research interests and research methodology will not be the same. From the possible combinations there are probably two major strands of thought that can be identified:
Educational technology can be considered as a design science and as such, it has developed some specific research methodology like “Design-based research”. However, since it addresses also all fundamental issues of learning, teaching and social organization, educational technology makes use of the full range of modern social science and life sciences methodology. Globally speaking, research methodology for educational technology relies on general research methodology, in particular on approaches of the social sciences.
Using technology per se is rarely effective. It should be used to support good pedagogical practice, e.g. feedback and collaborative work. The The Teachning and learning toolkit, a meta-meta study only attributes a "moderate effect for moderate cost" to digital technology (taken as such).
Studies summarized in the No signitificant difference website (search for example for "technology" conveys a similar message. Technology can or cannot have an impact.
Spector (2016:50-51) identifies a list of 10 actors that may intervene as supports of learning, performance and associated activities. Depending on the context, some of these roles may not exist and some may be held by a same person. E.g. a school teacher is teacher, coach, instructional designer and assessment specialist and can be media and technology specialist. For each of these roles, digital tools play an increasing role, e.g. material, digital and human resources are managed through Internet portals.
Individual role | Representative activities |
Teacher, trainer, coach | Implement lessons and activities, present information, give formative and summative feedback, (i.e., tells, asks, shows, and helps do) |
Instructional designer | Determine needs, design lessons and activities, identify and create relevant materials and technologies |
Training manager | Select and support programs, instructional designers, training developers, trainees |
Media specialist | Advise on media tools and formats, and develop particular media items |
Technology specialist | Advise on relevant technologies, assist in using particular technologies and educational models, provide training, and implement the technology in the context of use |
Instructional developer | Develop specific instructional materials, lessons, learning activities and courses |
Assessment specialist | Advise on relevant assessments and assist in implementing and analyzing assessments |
Evaluator | Develop and implement formative and summative evaluation plans for courses, curricula, and programs |
Equipment specialist | Ensure that relevant equipment is in good condition, maintain the various technical systems involved |
Program manager | Oversee the implementation of program, including definition of learning objectives, breakdown in courses, planning and management of participants |
Facility manager | Ensure that facilities are maintained in good condition |
Educational technologist - depending on their training and experience - are suited to fill the roles of teacher, trainer, coach (if they master the domain knowledge), instructional designer, media specialist, technology specialist, instructional developer, and assessment specialist. Training and program management requires some experience.
Essays in honor of M. David Merrill (pp. xxxi–xxxvi). Mahwah, NJ: Erlbaum.
(e.g. long term projets)
(not complete !)
Job announcement can be found in several types of places: General job portals of universities or national organization, profession and research associations, on-line communities (often sponsored by a consultant).
Examples of general academic job portals.
Associations
Learning Sciences is the journal associated with educational technologies that probably gets the best ranking. E.g. see Jounal-Ranking.com. To sort out: sciencewatch.com
There are many:
We just make a plug for:
Courses that have useful syllabus information, e.g. references and links. This is not representative, but shows a spectrum of some examples.
Link decay during just one decade shows how little educational technology is able to preserve its past and its ideas. It corroborates the hypothesis, that every 10 to 15 years, people reinvent the same questions. Three steps forward, two steps back.