e-Learning Technology - Convergence with the Mainstream

The evolution of technology-based learning systems over the last thirty years has been driven by the desire to implement increasingly rich pedagogical models. This has lead to remarkable innovations in interaction, collaboration, and the use of rich-media in learning systems. However, these technology innovations have rarely been absorbed into the mainstream of information technology and consequently have failed to evolve into broadly implemented standards. Abstractly we can view learning as a sequence of encounters among instructors, learners, and information. These encounters may be synchronous or asynchronous, local or distant, formal or informal, solitary or en masse. Today from the direction of reinventing the Web, Computer Science is seeking to develop technologies that will support a new set of Web experiences. These technologies will provide a generalized model for describing encounters among people and information and are based on open industry standards. The application space for these experience technologies will eventually include e-commerce, professional communications, games, entertainment, but learning appears likely to be the first practical application.

By: Colin Harrison

Published in: Proceedings of Informatics and the Digital Society: Social, Ethical and Cognitive Issues. Norwell, MA, , Kluwer. , p.37-50 in 2003

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