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E Learning In The 21st Century
 

E Learning In The 21st Century

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2009 State of Texas DIR eLearning Forum

2009 State of Texas DIR eLearning Forum

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  • Millennials are also much more likely to engage in Social Computing activities while online. For example, they are 50% more likely than Gen X to send IMs, twice as likely to read blogs, and three times as likely to use social networking sites like MySpace.
  • 41% of North American households now have broadband Internet access at home, up from 29% at the end of 2004. 75% of North American households have mobile phones, and almost half of them make the bulk of their long-distance phone calls on these mobile phones. -- Forty-five percent of Gen Yers, 27 percent of Gen Xers, and 17 percent of 41- to 50-year-old Younger Boomers who have a mobile phone use it for data services, led by text messaging, ring tones, and games.
  • 91% of households with online access use a search engine at least once a week. In terms of Gen X and Millennials, Google attracts 62% of searchers and 25% limit their searches to only Google. 78% of Millennials online and 61% of seniors book or research travel online.
  • Intelligent tutoring system from Association for the Advancement of Artificial Intelligence (AAAI) is educational software containing an artificial intelligence component . The software tracks the learners' work, tailoring feedback and hints along the way. By collecting information on a particular learner's performance, the software can make inferences about strengths and weaknesses, and can suggest additional work.PROLEARN Project is a 'Network of Excellence' financed by the IST (Information Society Technology - Contract number 507310) programme of the European commission dealing with technology enhanced professional learning. Learning tools: KBS Hyperbook, Personal Reader, ALE Learning Environment. Authoring tools: AHA! (Adaptive Hypermedia Architecture), NetCoach. Instructor tool: CourseVis. Assessment tools: AthenaQTI, QuizGuide, Virtual Campus platform, RAFT (Remote Accessible Field Trips).
  • According to a report issued by US Department of Education titled Distance Education at Degree-Granting Postsecondary Institutions: 2006–07, during the 2006-07 academic year, 66% of 2-year and 4-year Title IV degree granting postsecondary institutions reported offering online, hybrid/blended online, or other distance education courses for any level or audience.
  • UoP uses newsgroups and instructs students to use Outlook Express to access and post. Classes are organized so that subgroups have specific functions within a course.Other organizations, including AMA use an LMS to manage online training that compliments F2F. You could also use webinar software.
  • Services such as Epocrates have mobile applications to help the medical workforce in the field. Conferences are recording individual sessions and posting as podcasts.
  • In 2008 the ThirdForce R&D team met with industry leaders to discuss games-based learning and were particularly impressed with tools like MissionMaker which allows young people to make their own impressive 3D games. Already in use by schools across the UK, this software enables young children and teenagers to learn how to create a gripping narrative using interactive spaces, multimedia and engaging dialogue.Other options include using Flash for simple games or partnering with experienced companies. Humana Inc. (NYSE: HUM) announced today the addition of several new games to its Games for Health website. In partnership with HAPPYneuron and Playnormous, Humana is pleased to offer these free online games aimed at fighting childhood obesity and improving brain functions.High Voltage Software has developed FLAME-SIM to help train firefighters and rescue personnel. As of October 2008, FLAME-SIM has been granted accreditation for use in a class titled, \"Fire Officer Virtual Experience Skills Training (VEST) at the Florida State Fire College.
  • The Cluetrain Manifesto is a set of 95 theses organized and put forward as a manifesto, or call to action, for all businesses operating within what is suggested to be a newly-connected marketplace. The ideas put forward within the manifesto aim to examine the impact of the Internet on both markets (consumers) and organizations. The authors assert that the Internet is unlike the ordinary media used in mass marketing as it enables people to have \"human to human\" conversations, which have the potential to transform traditional business practices radically.
  • Companies and schools are using social networks to provide a public face and reach out to employees, students, and potential customers. Collaborative learning efforts occur in Facebook groups on a daily basis. (CoCS, E-Mergence).Twitter, Yammer, and other micro blogging sites allow for the quick transfer of knowledge and information sharing. (iPhone App – Ocarina) They can also help with project management.
  • http://www.youtube.com/watch?v=DJTzNSV8pb0
  • These are the employees and the taxpayers of tomorrow.http://www.youtube.com/watch?v=dGCJ46vyR9o
  • As practitioners, we must stay connected ourselves and share these tools. It’s not a competition. It’s collaboration.

E Learning In The 21st Century E Learning In The 21st Century Presentation Transcript

  • 2/12/2009 Tonia Dousay, tonia@tamu.edu DIR E-Learning Forum eLearning in the 21st Century
  • 2/12/2009 Technology Trends Baby Gen X Millennials Boomers TV Video games WWW Typewriter Computers Cell phone Telephone Email IM Memo M CDs CD MP3s MP3 Family The Individual Global Community 2
  • 2/12/2009 Technology Trends Online Hours Per Week 12.2 14 12 9.5 10 8 6.1 61 6 4 2 0 Boomers Gen X Millennials 3
  • 2/12/2009 Technology in the Household Broadband Connection Mobile Phone No Broadband No Mobile Phone 25% 41% 59% 75% 4
  • 2/12/2009 Online Usage 5
  • 2/12/2009 Learning with Technology Source: “Review of 2008” by Jane Hart, http://www.wordle.net/ 6
  • 2/12/2009 aLearning Optimization p Predictive modeling Forecasting Reporting Data access 7
  • 2/12/2009 aLearning Tools 8
  • 2/12/2009 bLearning Trends 9
  • 2/12/2009 bLearning Tools 10
  • 2/12/2009 mLearning 11
  • 2/12/2009 mLearning Tools http://developer.apple.com/iphone/ http://blog.learnlets.com/?p=264 http://www.how-to-podcast-tutorial.com/ 12
  • 2/12/2009 Serious Gaming 65%...number of American households p y g g playing games  35…average game player age  26%...number of gamers over the age of 50  40…average age of game buyers  33%...number of female gamers over the age of 18  13…average number of years gamers h 13 b f have played l d  63%...number of parents who believe games are a  positive part of their children s lives children’s Source: 2008 Essential Facts About the Computer and Video Game Industry 13
  • 2/12/2009 Serious Gaming Tools 14
  • 2/12/2009 Social Collaboration 15
  • 2/12/2009 Social Collaboration Tools 16
  • 2/12/2009 Immerse & Engage 17
  • 2/12/2009 A Vision of Students Today 18
  • 2/12/2009 Staying Connected http://www.elearningcouncil.com/   http://www.dir.state.tx.us/education/ resources/dirtrain.htm resources/dirtrain htm http://www.twitter.com/ebloomsie tonia@tamu.edu 19