eLearning Visions 2.0i

703 views
642 views

Published on

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.

Published in: Education
1 Comment
2 Likes
Statistics
Notes
  • Hello my dear
    I am Modester by name good day. i just went to your profile this time true this site (www.slideshare.net) and i got your detail and your explanation in fact the way you explain your self shows me that you are innocent and maturity and also understand person i decided to have a contact with you so that we can explain to our self each other because God great everyone to make a friend with each other and from that we know that we are from thism planet God great for us ok my dear please try and reach me through my email address (modester4life4@yahoo.com) so that i can send you my picture true your reply we can know each other ok have a nice day and God bless you yours Modester
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Views
Total views
703
On SlideShare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
6
Comments
1
Likes
2
Embeds 0
No embeds

No notes for slide























































































































  • eLearning Visions 2.0i

    1. 1. 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
    2. 2. agenda • 2009-10 review • Moving Forward • Vision • Values • Initiatives • Discussions
    3. 3. quick review
    4. 4. 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)
    5. 5. 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
    6. 6. 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
    7. 7. Visions
    8. 8. A Changing world..
    9. 9. A Changing world..
    10. 10. A Changing world..
    11. 11. Disruptive Technologies • From Translation to Transformation
    12. 12. Translation
    13. 13. Translation
    14. 14. Translation • Kill Less Trees • Searchable • Light, read anywhere • Multimedia
    15. 15. Translation • Kill Less Trees • Searchable • Light, read anywhere • Multimedia
    16. 16. Transformation • Collaborative Learning • Learn anywhere • Learning to Learn • Training Future Leaders • vs Training Professional • Student Centric learning
    17. 17. Teacher Centric Learning
    18. 18. Teacher Centric Learning • Current Classrooms: • Learning 1.0 • Teacher centric
    19. 19. Teacher Centric Learning • Current Classrooms: • Learning 1.0 • Teacher centric
    20. 20. the 2.0 Student
    21. 21. the 2.0 Student
    22. 22. Student Centric Learning
    23. 23. Student Centric Learning • Future Classroom: • Student centric • teacher becomes: • Mentor • Problem Solver • Support • Tour guide • Librarian
    24. 24. Student Centric Learning • Future Classroom: • Student centric • teacher becomes: • Mentor • Problem Solver • Support • Tour guide • Librarian
    25. 25. Changing Landscape
    26. 26. Changing Landscape • Unlimited Knowledge
    27. 27. Changing Landscape • Unlimited Knowledge • New User Experience
    28. 28. Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity
    29. 29. Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime
    30. 30. Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning
    31. 31. Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field
    32. 32. Changing Landscape • Unlimited Knowledge • New User Experience • User Centricity • Knowledge Anywhere, AnyTime • Cloud Based Learning • Leveled Playing Field • Social Media
    33. 33. 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
    34. 34. 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
    35. 35. eLearning Consortium Mission and Objectives
    36. 36. eLearning Consortium Mission and Objectives Biz models and Society Technology Learning
    37. 37. eLearning Consortium Core Values
    38. 38. eLearning Consortium Core Values Biz models and Society
    39. 39. eLearning Consortium Core Values Biz models and Society 1. Open Business model
    40. 40. eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement
    41. 41. eLearning Consortium Core Values Biz models and Society 1. Open Business model 2. Champion Consumer Value and Parents Engagement 3. Encourage Fair Competition & Collaboration
    42. 42. 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
    43. 43. 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
    44. 44. 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
    45. 45. eLC Core Values
    46. 46. eLC Core Values
    47. 47. eLC Core Values Society
    48. 48. eLC Core Values Society 1. Learner Empowerment
    49. 49. eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment
    50. 50. eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment 3. Knowledge Society
    51. 51. eLC Core Values Society 1. Learner Empowerment 2. Consumer Empowerment 3. Knowledge Society 4. Bridging the Digital Gap
    52. 52. eLC Core Values Technology
    53. 53. eLC Core Values Technology
    54. 54. eLC Core Values Technology
    55. 55. eLC Core Values Technology 1. User Engagement Centric
    56. 56. eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies
    57. 57. eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel”
    58. 58. eLC Core Values Technology 1. User Engagement Centric 2. Open Technologies 3. vs “Reinvent the Wheel” 4. Promote De Facto Stds
    59. 59. 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
    60. 60. 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
    61. 61. 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
    62. 62. eLC Core Values
    63. 63. eLC Core Values
    64. 64. eLC Core Values Learning
    65. 65. eLC Core Values Learning
    66. 66. eLC Core Values Learning 1. Student Centric Learning
    67. 67. eLC Core Values Learning 1. Student Centric Learning 2. Exploratory
    68. 68. eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn
    69. 69. eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving
    70. 70. eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving 5. Learn Anywhere, Anytime
    71. 71. eLC Core Values Learning 1. Student Centric Learning 2. Exploratory 3. Learning to Learn 4. Problem Solving 5. Learn Anywhere, Anytime 6. Community Care
    72. 72. eLC Organization
    73. 73. eLC Organization
    74. 74. eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
    75. 75. eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
    76. 76. eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
    77. 77. eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
    78. 78. eLC Organization • Core Members • Education and Publish • Platform • Network and Mobile • 400+ individual entities • Traditional Publishers • New Media Publishers • Educators • Parents and Consumers • Vendors
    79. 79. 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
    80. 80. eLC Initiatives
    81. 81. eLC Initiatives
    82. 82. 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
    83. 83. 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
    84. 84. Exhibitions and Marketplace
    85. 85. Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
    86. 86. Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
    87. 87. Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
    88. 88. Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
    89. 89. Exhibitions and Marketplace • Working with EdMall • Help to make B2C marketplace develop to drive Consumer and Parents engagement • Encourage publishers adoption, competition • Exhibition?
    90. 90. 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
    91. 91. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    92. 92. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    93. 93. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    94. 94. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    95. 95. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    96. 96. Actively Explore Mobile App Platforms Lots of App Train Development process Content Migration Consumer education EDmall for Mobile
    97. 97. the Gaming world.. which platform has the most games?
    98. 98. the Gaming world.. which platform has the most games?
    99. 99. the Gaming world.. which platform has the most games?
    100. 100. the Gaming world.. which platform has the most games?
    101. 101. the Gaming world.. which platform has the most games?
    102. 102. Largest Music store?
    103. 103. Largest Music store?
    104. 104. Bite size snack..
    105. 105. Bite size snack.. US$0.99 Magic Price Games/Songs/TVShow US$9.99 books
    106. 106. Apps = Innovation
    107. 107. Apps = Innovation 1 Billion downloads in 10 months Fastest growing software market in the world
    108. 108. Cloud Based Learning
    109. 109. Cloud Based Learning
    110. 110. Cloud based Learning • Learn Anytime! Anywhere! • Always updated • Always in sync • Encourage Collabration • Student Profile exchange • less support cost and more device choices •
    111. 111. Consumer/Parents Education
    112. 112. • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
    113. 113. • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
    114. 114. • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
    115. 115. • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
    116. 116. • Collabration with Educator community • Printed Publications • Radio program • Facebook discussion Consumer/Parents Education
    117. 117. summary
    118. 118. summary
    119. 119. summary • Vision + Value • Open, Innovative, Student Centric • initiatives • Ed 2.x • Pilots • Tech Drives: Cloud + Mobile • More Resources, More Drives • More Visible Leadership

    ×