Monday, March 8, 2010

Learning--Classroom, Online, Blended--Synchronous, Asynchronous

Learning design involves different venues for learning.  Classrooms, computers (at home or at work), the Internet (online), and a combination of venues are all optional venues for learning.  Learning can be synchronous ("live"--with everyone participating at the same time as in a classroom) and asynchronous (delayed--with students participating at the time best for them--posting or e-mails as an example of asynchronous communication).

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