Wednesday 12 February 2014

E-Learning




E-learning' describes teaching and learning methods that are supported or facilitated by the use of technology. This could include accessing teaching resources and activities online, communication tools and multimedia, online assessment, and classroom technologies such as personal response systems and interactive whiteboards. A key benefit of e-learning is the increased opportunity for dialogue it offers to students and teachers, which in turn enhances the learning experience.
E-learning includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web-based learning. E-learning can occur in or out of the classroom. It can be self-paced, asynchronous learning or may be instructor-led, synchronous learning.
Why E-Learning?
Because elearning does away with the need for travel, and because elearning content can be easily shared across large organizations, elearning often costs much less than traditional classroom-based training.
Unlike traditional training materials, elearning resources can be rapidly updated and redistributed to keep up with changes in knowledge and the environment.
Since elearning typically takes the form of self-paced, on demand training, it is far less disruptive of normal work routines than classroom-based training.
Unlike classroom-based training, e learning can support "informal learning"—the just-enough, just-in-time, self-guided learning that workers employ while doing their regular work. Studies have shown that most workplace learning is of this informal type.
 
E-learning Trends
Short Term Trends:
Mobile computing: Enables constant access to information through phones, net books, and mobile devices. When college course content is available in mobile formats, students spend more time with course materials because it's more convenient and can be accessed during spare moments.
Open content: Freely accessible learning content like MIT OpenCourseWare. Open educational content is growing in popularity and use along with other Creative Commons content.
Medium Term Trends:
Electronic books: The Kindle, iPad and other ebooks offer convenience, affordability (in comparison to buying textbooks, for examples) and access to immediate supplemental information.
Augmented reality: The use of mobile devices to access information supplemental to the reality you're currently experiencing. AR offers learning information and in-depth experiences in real time. Boeing, for example, uses AR goggles to demonstrate steps in a repair process as the employee is actually learning and practicing the process.
Far Term Trends:
Gesture-based computing: Video game consoles like Wii and Kinect are good examples of platforms that create interactive virtual environments. Multi touch gesture-based displays allow collaborative work and practice.
Visual data analysis: The art (or science?) of combining graphic design with number crunching facilitates the work of teams interpreting large amounts of data.

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