信息通信技术进步对教育的影响:一个案例研究

Chao Duan, Dongpo Guo, Jerry Xie, Jing Zhang
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引用次数: 1

摘要

ICT的发展速度与摩尔定律和吉尔德定律一样快。将信息通信技术引入教育,对学习产生了惊人的影响。作为中国教育信息化的一部分,本文介绍了建立国家电子学习工程研究中心的案例研究。中国ICT与教育的融合经历了四个阶段:启动阶段、应用阶段、融合阶段和创新阶段。这四个阶段与ICT从单机到全IP网络,再到全云基础设施,再到今天的全人工智能的演变非常吻合,全人工智能充分利用了包括大数据和人工智能在内的新兴技术进步。信息和通信技术在教育中的作用远远超出了作为辅助学习工具的作用;它从建筑上对传统的以课堂为中心的教学进行了重新思考,代表了一种教育范式的转变,包括课堂教学的角色、学习方式、学习周期等。互动性和探索性学习已经成为人们的口头禅,教育即服务是不可避免的。与此同时,像任何其他技术一样,如果不仔细规划,在教育中使用信息通信技术可能会适得其反。本文提出了一种系统工程方法,该方法集成了围绕特定主题学习的多种工具和活动,目的是通过直观的,游戏式的环境吸引学习者,学生通过探索和发现来学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of ICT Advances on Education: A Case Study
ICT advances in the pace of Moore’s law as well as Gilder’s Law. The introduction of ICT into education has resulted astounding effects in learning. This paper presents a case study of the establishment of National Engineering Research Center for E-learning, as part of education informationized effort in China. There are four stages of China’s integration of ICT with education: start-up phase, application phase, integration phase, and innovation phase. The four phases are well in line with the ICT evolutions from standalone computer, to all IP network, to all cloud infrastructure, and to today’s all AI, which utilizes full spectrum of ICT including emerging technology advances in big data and artificial intelligence. The role of ICT in education has gone far beyond as an assisting tool in learning; it led to reconsider the traditional classroom centric teaching architecturally, as well as represented a paradigm shift in education including the roles of classroom teaching, the way of learning, the learning period systematically. Interactive and exploratory learning have become the mantra and education as a service is inevitable. At the same time, like any other technologies, ICT used in education can backfire if not carefully planned. This paper proposes a systematical engineering approach that integrates multiple tooling and activities around the learning of a particular subject with the purpose that engages learners through an intuitive, game-like environment where students learn through exploration and discovery.
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