The aim of this study is to investigate current Geography E-Learning software system
researches or available on market, go through their features, availability, functionality
and usability for different target audiences and propose and design a robust system
that meets users’ requirements.
What is E-Learning?
E-Learning is a type of education, which is computer technology based and allows us
to learn any where and usually at any time. In this type of education the medium of
instruction is computer technology instead of in-person interaction.
Classroom based education can be expensive and time consuming. E learning can
also eliminate lack of lecturers, venues, limited number of attendees and can reduce
tuition fees.
Environmental Issues
Pollution prevention, ease off traffic and environment friendly are the other benefits
of E-learning in education by reducing carbon emission and paper waste. Electronic
version of course material can reduce fuel consumption of paper factories, number of
Lorries carrying papers and other transportations to waste and recycle those papers.
The large amount of printed course materials, handouts and other hard copy is
eliminated by using Electronic version of the learning materials.
Distance E-Learning reduces the number of cars of students, lecturers and other staff
traveling every day reducing traffic flaw and carbon emission from fuel.
Tools and technologies:
Lately in most Universities, e-learning is used to define a specific mode to attend a
course or programs of study where the students rarely, if ever, attend face-to-face for
on-campus access to educational facilities, because they study online. There is two
types of technologies used to deliver an online learning;
Asynchronous learning use technologies such as blogs, wikis and discussion boards.
The idea is that participants may engage in the exchange of ideas or information
without the dependency of other participants’ involvement at the same time.
Participants can send or receive Electronic mail without having both the participants’
involvement at the same time.
Synchronous learning involves the exchange of ideas and information where all
participants are present at the same time. The example of synchronous
communication is a face to face discussion. This occurs with all participants joining
in at once using an online chat session or a virtual classroom or meeting. Virtual
classrooms and meetings can often use a mix of communication technologies similar
to web conferencing.
The teaching resources for the e learning accessed through the Virtual Learning
Environment (VLE) using multimedia to deliver the course contents. Similar to
classroom environment, VLE delivers lecture materials on a face-to-face base using
computer software. The Hazard DVD developed by Driver Standards Agency (DSA)
is the first instance of VLE software.
ILIAS is another open Learning Management Software that supports learning content
management, communication, evaluation and assessment with following features;
1. Personal Desktop
Every user in ILIAS has his or her own Personal Desktop. It collects all
resources that are needed by the learning to fulfil the daily learning tasks. The
personal desktop features News, Personal Messages, Learning Resources,
Personal Notes, Bookmarks, External Web Feeds and other information. The
learner can re-arrange these blocks of information according to his needs
2. Course management
3.
4. Cooperation
5. communication
ILIAS supports standard ways of communication as chats, forums and mails.
The personal desktop includes an awareness function, that shows users, that
are currently online. ILIAS also sends information via RSS to the user and
displays external RSS feeds in the system.
6. evaluation
7. Assessment
The system offers an integrated environment for the creation and enforcement
of tests & assessments. This can be used for the monitoring of learning
progress by the users as well as the tutors and examiners. System assessment
supports multiple choice, single choice, allocation questions, close questions
(free text, select box), ordering, matching, hot spot and more question types
8. Administration
In the USA, it is defined as a planned teaching/learning experience that uses a wide
spectrum of technologies, mainly Internet or computer-based, to reach learners at a
distance.
Lectures are delivered exactly as they would be on campus with slide presentations
and lecturer input from a variety of sources. These lectures are presented by the
lecturer and may use flash animation and audio content to explain the content to the
student. The format is versatile and, unlike regular lectures, the student can jump to
any part of the lecture, pause the delivery or stop the lecture altogether. When the
lecture is next accessed the student may resume from the point where the previous
session ended.
E-Learning for Training
Most companies now have corporate network that interacts with employees and
clients. Some companies use E-learning for training employees by using the company
network.
For a big organisation1, training staff can be expensive, time consuming and non-
flexible. They have designed a distance training courses that staff can sign up and
gain training while off their office. There is no extra cost like transportation, catering,
accommodation and staffing. Course content is located in share drive so it can be
easily accessed and updated and can provide direct links to supporting materials and
resources.
Some organisation have got a knowledge bank that employee can search for specific
subject with extended information2. This is useful for organisations with different and
complex system that new employee can benefit of extended training materials in an
Electrinic envirnment.
E-learning can be CD-ROM-based, Network-based, Intranet-based or Internet-based.
It can include text, video, audio, animation and virtual environments. It can be a very
rich learning experience that can even overstep the level of training we might
experience in a classroom.
Levels of e-learning:
E-learning is the division of online learning that falls into four categories, from the
very basic to the very advanced. The categories are:
Knowledge databases: These databases are the most basic form of e-learning.
knowledge databases on software sites offering indexed explanations and guidance for
software questions, along with step-by-step instructions for performing specific tasks.
These are usually moderately interactive, meaning that we can either type in a key
word or phrase to search the database, or make a selection from an alphabetical list.
Online support: Online support is also a form of e-learning and functions in a
similar manner to knowledge databases. Online support comes in the form of
forums, chat rooms, online bulletin boards, e-mail, or live instant-messaging
support. Slightly more interactive than knowledge databases, online support offers
the opportunity for more specific questions and answers, as well as more
immediate answers.
Goals of E-learning:
Computer based Learning: Refers to the use of computer as a key component of
the educational environment, while this can refer to the use of computers in a
classroom, the term more broadly refers to a structured environment in which
computers are used for teaching purposes. The concept is generally seen as being
distinct from the use of computers in ways where learning is at least a peripheral
element of the experience for instance computer games and web browsing.
Computer based Training (CBT): Computer-based training services are where a
student learns by executing special training programs on a computer relating to their
occupation.
CBT is especially effective for training people to use computer applications because
the CBT program can be integrated with the applications so that students can practice
using the application as they learn.
Advantage of E-learning:
Anytime, Any Place, Any Pace, Any Subject: E-learning materials can be accessed
at the most convenient time for the learning, if the course material is well constructed
then learning can take place in short segments and can be customised to suit the
learner's needs.
Empowerment: Students are in charge of their own learning.
Flexibility: E-learning material can be accessed in a non-sequential way, enabling
students to navigate content in different ways, or obtain a global view before tackling
the details of individual units.
Cost Effective: large numbers of students can have access to the same materials but
can be supported by peer-to-peer or student-to-tutor support services reducing the cost
of delivery.
Tailored Learning: the time needed to learn a particular topic or skill is reduced as
learning can be modified to suit the users needs and requirements. E-learning can
provide a variety of learning experiences including interactive elements.
Retainable: the smaller and more relevant the learning is the easier it is to capture
and remember.
Consistent: all students get the same standardised set of materials from E-learning.
Interactive: well constructed materials will have elements of interactivity through
simulations etc. which will underpin and enforce the learning.
Used for Self Assessment: students can be offered automatically-marked self-
assessment exercises to identify skill/knowledge levels and learning needs before
engaging with course content.
Used to assist students with certain Disabilities: Access for students with hearing
and some physical disabilities may be enhanced.
Disadvantage of E-learning:
Technology dependent: learners will need access to a machine of minimum
specification as dictated by the E-learning supplier or access to a service with a high
bandwidth to transfer the course materials in a timely way.
Material Incompatibility: some materials designed for one particular system will not
function properly on another (for example, the Apple Macintosh and the Windows
PC). Standards will help in the area.
Unsuitable for Certain Types of Learners: E-learning requires a high-level of self-
discipline and personal time management. E-Learners need to be highly self-
motivated to take full advantage of the medium as often the online learning
experience can be impersonal. Working through 'packaged' programmes can be
irritating.
Disabilities: Students with visual or physical impairments may be disadvantaged.
Geography E-Learning
The geography education filed – Learning and Teaching - in primary and secondary
schools suffers from lack of IT and new technology usage these days. The use of IT is
limited to electronic texts and images produces on slides shown on big screens.
Geography is not showing countries on the map, naming mountains and rivers in
Africa or population of the world.
Geography learners at early stages needs web sites which are designed to capture the
imagination while maximising creativity, learning, and enjoyment.
In more active schools, there are digital projects running to encourage pupils to
involve in learning Geography using IT. The level of the activities varies from
presenting the findings on short film presentation using PowerPoint to gathering local
information, traffics surveys from local residents and analysing them using
appropriate software. The problem is these kinds of projects promote team working,
planning and developing pupils works and do not introduces a certain guidelines to go
further on learning Geography.
The problem at key stage 1 and 2 is so obvious. For instance introducing the types of
homes, different types of rooms in a home and the materials used to build a home is
limited to an instruction to parent on an A4 size paper to work at home. There is no
visual aid, no actual image and no creativity and fun and exciting way to learn.
Children need the clearest, simplest computer interface that demonstrate different
image, map, roads and other basics of geography.
This paper is going to study current software available to learn and teach Geography –
on market or research based - investigate the tools and features of the systems, try to
focus on particular target audience and propose and design a robust and sufficient
system that meets user requirements.
Sheppard software3
This is an online web based user interface that designed to use multimedia to enhance
learning, to design games with many difficulty levels and to make learning fun and
memorable to the learner. Geography is one of the subjects that is covered by this
system. Sheppard Software's geography games, gives a mental map of the world's
continents, countries, capitals, & landscapes. It covers all areas of the world on a 2
dimensional basis and audio and text based.
Tools:
Macromedia Flash
Macromedia Dreamweaver
HTML
Features:
The 30 days trial version of the system was investigated to discover different features
of the system;
Multi level Geography Game
Explain how learner can learn and grew their geography knowledge and move to
higher level. The system covers three category subjects in geography such as:
Capitals, Countries and Landscape. Each category has got different levels to interact
with different users;
Capital
Level 1; tutorial : by clicking on the map of the country user can get information
like, capital, population, area, formal language, mountains, rivers, brief history of the
capital city, museums and tourists attractions.
Level 1;Beginner:
At this level, the capital of the country is provided and system asks user to click on
the matching country in the region.
Level 2; Intermediate
The capital is provided and user needs to click on the matching country. If the user
clicks on matching country, a small popup message shows ‘Correct!’ and text based
information about the capital containing population, area and geographic location is
displayed.
If user clicks on wrong country, the whole area of the selected country is highlighted
in red and popup message ‘Wrong answer!’ appears on the selected area.
Level 3; Expert
At this level a country is highlighted and flashing and system asks user to click on the
matching capital. If the answer is correct, the tick box is ticked and relevant
information is displayed. If answer is incorrect, system prompt message ’Oops,
incorrect –try again’. After third effort, system displays the right answer and skips to
next question.
A drop down box called ‘Controls’ lists different regions of the continent to appear on
the screen.
Level 4; Cartographer
This section of the system asks user to type in first three letters of capital of the
highlighted country. The wrong answer results that the country area is highlighted in
red. There is score table available on the left hand side to display the result.
Country
Level L: tutorial
Level 1; Beginner:
Level 2; Advanced
Level3; Intermediate
Level4; Advanced
Level 5; Expert
Level 6; Expert plus
Level 7; Explorer
Level 8; Geographer
Level 9; Cartographer
Landscape
Geo-regions L; Tutorial
Geo-regions G; Game
Rivers L; Tutorial
Oceans L; Tutorial
Ocean G; Game
There are some links to guide the user to the more advanced websites.
The system allows dial up user to download the web content using low speed internet
connection.
This system also has got another game called state Mania that covers all about USA.
The program is groundbreaking in several ways. It has a learning database that
includes essays, images, and lists of all the important facts for each of the 50 states.
Almost 1,000 facts about the states are included.
Modules based on this database allow the player to connect to the facts in four
different ways, enhancing learning not only players connect the fact (or clue) to the
name of the state as traditional games, they also make three more connections;
• Match the fact to a picture of the state
• Match the state's name to its picture
• And finally match one fact about the state to.
System Requirements specification;
Functional requirements;
1. Country name
2. Capital
3. Landscape
4. Geographical region
5. Rive Name
6. Ocean Name
7. State Name
8. Score
Non-Functional Requirements;
1. system input is image based (mouse click on hot point) and Tick Box
2. system output is text and voice and Hotpoint is highlighted with different
colour on map. To check boxes control to display text or mute the audio
3. separate form represents image map
4. Internet connection (Broadband& Dial up)
5. Privacy Policy statement has stated clearly
6. help function
7. minimum system requirements
a. Internet Explorer 5 or later,
b. Resolution 1024 x 768
Disadvantages:
• This system is online and is not available offline or user can not install it on a
machine
• The system is not user friendly
• The font size and layout has not considered users with certain disabilities
Some Available online teaching resources:
1. BrainPop4
It’s an animated educational site for kids learning Science, Humanities, Maths,
History, Arts, Citizenship, Design and Technology. Macromedia Flash has been used
to create this system.
2. PrimaryResource5
System is created using PowerPoint.
Problem: system do not interact effectively with user
1
Barclays Bank, intranet
2
Carphone Warehouse, Local Intranet, Ask Us
3
http://www.sheppardsoftware.com
4
http://www.brainpop.co.uk/
5
http://www.primaryresources.co.uk/geography/geography2.htm