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Broadening the Learning in University Environment: Process Reengineering Through Information and Networking Technologies (BLUEPRINT 2000)
Authors:Srba R Cvetkovic  Matthias Kraner  Dr Kitty Shuk-Yee Hung
Institution:1. Department of Industrial Education , National Taiwan Normal University , No. 129, He-ping East Road, Section 1, Taipei , 10610 , Taiwan;2. Department of Education , National Taiwan Normal University , Taipei , 10610 , Taiwan
Abstract:This paper presents the result of an extensive study funded by HEFCE HEFCE is UK government Higher Education Funding Council for England. and the European Commission (EC) for Broadening the Learning in University Environment: Process Reengineering through Information and Networking Technologies (BLUEPRINT 2000) model. In comparison to other existing models which are merely focusing on stand-alone computer-based learning environment, this paper describes a complete model covering all aspects of tertiary education, not only servicing but also administering in an all virtual and electronic manner. The model considers an asynchronous and synchronous part. The asynchronous part deals with the discovery of learning material, course work, institution, course and institution brokerage. It also describes learning material and course development tools, administration and tutorship. The synchronous part of the model focuses on the intercommunication between virtual university members to ensure that isolation of learners is prevented as much as technology is able to help. The aim of this paper is to establish a commercial operation for administering, operating, marketing, delivering and supporting online and all electronic higher education, using information and communication technologies (ICT). The system would eliminate student's techno phobia across the range of organizations and disciplines by ‘total immersion’ using groupware, desktop videoconferencing with application sharing and access to resources via the Internet. Furthermore, the system will enable a high degree of online interactions from student-to-student, student-to-tutor, tutor-to-tutor, administrator-to-administrator and institution-to-institution both on one-to-one and forum basis. The BLUEPRINT 2000 model develops new and cost-effective methodologies for teaching dynamic subjects whilst improving the quality of student support in general. The system will lead to a potentially global club of life-long learners with access to the ‘first and best’ sources of education. In addition, it supports dynamic role assignment, that is a student of one subject can be a lecturer or tutor of another subject. It therefore utilizes resources and allows knowledge sharing in an optimal way on both individual and institutional basis. Hence it offers significant commercial benefits to all partners involved in the venture. The business case allows modular implementation based on pilots which will both generate revenues in the short term but also instigate the setting up of a dedicated IT infrastructure to support many new telematics services thus the implementation would be low risk in respect of financial and administrative operations.
Keywords:blended learning  embodied interactive video game  game-based learning
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