Blended Learning
From ElateWiki
Blended (hybrid) learning refers to a combination of face-to-face (F2F) and online learning. The blending often involves both synchronous and asynchronous learning. This occurs in real-time, real-space (in a classroom) and virtually (online). A variety of devices may be used in a blended situation--from laptops to mobile devices to wearable computers.
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Designing Blended Learning
Those designing for blended learning strive to achieve optimal learning value for a wide range of individuals with different learning styles. They have to balance convenience for learners along with a broad range of learner options. The face-to-face and online learning aspects have to be as accessible as possible to meet federal ADA guidelines. The design also has to consider the respective instructors' teaching styles. Also, blended learning designers need to consider efforts for learner retention.
The strengths of the F2F learning may include professor presence, the power of location, live "embodied" interactivity, and broader "fair use" releases for the use of some types of copyrighted contents.
The strengths of online learning involve time-space-distance flexibility. It is often recordable and repeatable. There are various pedagogical approaches. The "fair use" environment for online learning has been broadening.
In some blended experiences, either F2F or the online tends to be predominant, and the other seems more supplementary.
Planning the Blended Instruction
With blended learning, instructors serve as traditional presenters but also as facilitators, event designers, and virtual learning environment designers. They have to consider the overall learning trajectory or e-learning path to make sure that the learning is coherent and aligned. They have to make sure that live, synchronous time and space is value-added. They may build a sense of a learning community among those in the course.