Abstract
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 led 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. Computer Science is seeking to develop technologies that will support a new set of Web experiences. These technologies will provide a generalised model for describing encounters among people and information and are based on open industry standards. The application space for these experiential technologies will eventually include e-commerce, professional communications, games and entertainment, but learning appears likely to be the first practical application.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-0-387-35663-1_34
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© 2003 IFIP International Federation for Information Processing
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Harrison, C. (2003). e-Learning Technology: Convergence with the Mainstream. In: van Weert, T.J., Munro, R.K. (eds) Informatics and the Digital Society. IFIP — The International Federation for Information Processing, vol 116. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-35663-1_4
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DOI: https://doi.org/10.1007/978-0-387-35663-1_4
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