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eLearning Visions 2.0i

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Within one year of its formation, the eLC (eLearning Consortium) has become one of the largest such organizations in the Region. ...

Within one year of its formation, the eLC (eLearning Consortium) has become one of the largest such organizations in the Region.
with 400+ entity members, covering all Stakeholders in eLearning, from Parents to Students to ISPs to Educators, to Publishers, to Hardware and software vendors. It has successfully run multiple campaigns and projects.

This document outline the vision and the core value of the organization
as well as its initiatives to drive the digital revolution in the Learning.

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eLearning Visions 2.0i eLearning Visions 2.0i Presentation Transcript

  • eLearning Consortium phase2 Sharing on eLC’s work in 2010-2011 a communication meeting w eLC members erwin huang, convener eLearning Consortium Aug 2010 confidential
  • agenda • 2009-10 review • Moving Forward • Vision • Values • Initiatives • Discussions
  • quick review
  • quick review • Formation Press Conf Nov 09 • Monthly meetings 30 attendance + • NiCExSLAM Inclusion Project • UK Visit + Sharing Sessions • Facebook Groups 480 members • Education 2.0 (Exploring Biz Models) • Seminar ePub platform (w Astri) • Education 2.1 (Education Publishers)
  • quick review • Formation Press Conf Nov 09 • Engaging Educity: • Monthly meetings 30 attendance + • EDMall Development • Biz + Tech • NiCExSLAM Inclusion Project • 3 x Seminars in Educity Expo • UK Visit + Sharing Sessions • Advanced Technology for eLearning Seminar • Facebook Groups 480 members • EDB Pilot Project Steering Committee • Education 2.0 (Exploring Biz Models) • 30+ Media Coverage • Seminar ePub platform (w Astri) • Branding Clearly Established • Education 2.1 (Education Publishers) • 400 entity strong joined eLC • Leadership (some) in the Market • only 9 months of works
  • quick review • Formation Press Conf Nov 09 • Engaging Educity: • Monthly meetings 30 attendance + • EDMall Development • Biz + Tech • NiCExSLAM Inclusion Project • 3 x Seminars in Educity Expo • UK Visit + Sharing Sessions • Advanced Technology for eLearning Seminar • Facebook Groups 480 members • EDB Pilot Project Steering Committee • Education 2.0 (Exploring Biz Models) • 30+ Media Coverage • Seminar ePub platform (w Astri) • Branding Clearly Established • Education 2.1 (Education Publishers) • 400 entity strong joined eLC • Leadership (some) in the Market • only 9 months of works
  • Visions
  • A Changing world..
  • A Changing world..
  • A Changing world..
  • Disruptive Technologies • From Translation to Transformation
  • Translation
  • Translation
  • Translation • Kill Less Trees • Searchable • Light, read anywhere • Multimedia
  • Translation • Kill Less Trees • Searchable • Light, read anywhere • Multimedia
  • Transformation • Collaborative Learning • Learn anywhere • Learning to Learn • Training Future Leaders • vs Training Professional • Student Centric learning
  • Teacher Centric Learning
  • Teacher Centric Learning • Current Classrooms: • Learning 1.0 • Teacher centric
  • Teacher Centric Learning • Current Classrooms: • Learning 1.0 • Teacher centric
  • the 2.0 Student
  • the 2.0 Student
  • Student Centric Learning
  • Student Centric Learning • Future Classroom: • Student centric • teacher becomes: • Mentor • Problem Solver • Support • Tour guide • Librarian
  • Student Centric Learning • Future Classroom: • Student centric • teacher becomes: • Mentor • Problem Solver • Support • Tour guide • Librarian
  • Changing Landscape
  • Changing Landscape • Unlimited Knowledge
  • Changing Landscape • Unlimited Knowledge • New User Experience
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field • Social Media
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field • Social Media • Changing role of the Educator x Learner
  • Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field • Social Media • Changing role of the Educator x Learner • Changing model for the Publishers
  • eLearning Consortium Mission and Objectives
  • eLearning Consortium Mission and Objectives Biz models and Society Technology Learning
  • eLearning Consortium Core Values
  • eLearning Consortium Core Values Biz models and Society
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement 3. Encourage Fair Competition & Collaboration
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement 3. Encourage Fair Competition & Collaboration 4. Promote Choice
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement 3. Encourage Fair Competition & Collaboration 4. Promote Choice 5. Encourage Innovation
  • eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement 3. Encourage Fair Competition & Collaboration 4. Promote Choice 5. Encourage Innovation 6. Sustainability
  • eLC Core Values
  • eLC Core Values
  • eLC Core Values Society
  • eLC Core Values Society 1. Learner Empowerment
  • eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment
  • eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment 3. Knowledge Society
  • eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment 3. Knowledge Society 4. Bridging the Digital Gap
  • eLC Core Values Technology
  • eLC Core Values Technology
  • eLC Core Values Technology
  • eLC Core Values Technology 1. User Engagement Centric
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel”
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel” 4. Promote De Facto Stds
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel” 4. Promote De Facto Stds 5. Use the Market Force
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel” 4. Promote De Facto Stds 5. Use the Market Force 6. Learn Anywhere, Anytime
  • eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel” 4. Promote De Facto Stds 5. Use the Market Force 6. Learn Anywhere, Anytime 7. Affordability
  • eLC Core Values
  • eLC Core Values
  • eLC Core Values Learning
  • eLC Core Values Learning
  • eLC Core Values Learning 1. Student Centric Learning
  • eLC Core Values Learning 1. Student Centric Learning 2. Exploratory
  • eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn
  • eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving
  • eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving 5. Learn Anywhere, Anytime
  • eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving 5. Learn Anywhere, Anytime 6. Community Care
  • eLC Organization
  • eLC Organization
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
  • eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors Regrouping, More + invitation 09_10
  • eLC Initiatives
  • eLC Initiatives
  • eLC Initiatives • Education 2.x conferences • Exhibitions and Marketplace • Pilots • Consumer education • thru Publications and web 2.0 • Digital Inclusion Projects • Enabling Tech: • Mobile App Platforms • Cloud based computing
  • eLC Education 2.x Conferences (tentative) • Sept 2010, Education 2.2i, International Perspective w EDB • Dec 2010, Mobile Advanced Technology • XX 2011, Play and Learn • XX 2011, eLearning Case Sharing •XX 2011, EDMall launch and use? •XX 2011, Parents day
  • Exhibitions and Marketplace
  • Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
  • Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
  • Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
  • Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
  • Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
  • PILOTS DRAWING BOARD LEARNING THRU GAMES NEWS IN EDUCATION MUSIC FRIENDLY MOBILE + ONE TO ONE CLOUD BASED LEARNING LANGUAGE LEARNING THRU CLOUD BASED COMPUTING DIGITAL INCLUSION POVERTY GAP MINORITY GAP
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
  • the Gaming world.. which platform has the most games?
  • the Gaming world.. which platform has the most games?
  • the Gaming world.. which platform has the most games?
  • the Gaming world.. which platform has the most games?
  • the Gaming world.. which platform has the most games?
  • Largest Music store?
  • Largest Music store?
  • Bite size snack..
  • Bite size snack.. US$0.99 Magic Price Games/Songs/TVShow US$9.99 books
  • Apps = Innovation
  • Apps = Innovation 1 Billion downloads in 10 months Fastest growing software market in the world
  • Cloud Based Learning
  • Cloud Based Learning
  • Cloud based Learning • Learn Anytime! Anywhere! • Always updated • Always in sync • Encourage Collabration • Student Profile exchange • less support cost and more device choices •
  • Consumer/Parents Education
  • • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
  • • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
  • • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
  • • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
  • • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
  • summary
  • summary
  • summary • Vision + Value • Open, Innovative, Student Centric • initiatives • Ed 2.x • Pilots • Tech Drives: Cloud + Mobile • More Resources, More Drives • More Visible Leadership