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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