E-Learning

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  • + Mojo14 Mojo14 2 weeks ago
    Great research article. Thank you.
  • + mychentw Michelle Chen 5 months ago
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E-Learning - Presentation Transcript

  1. e-Learning Peter Pang
  2. .. can be defined as
    • “ instructional content or learning experiences delivered or enabled by electronic technology”
    • (Merrill & Wiggenhorn, 2001).
  3. .. covers a wide set of applications and processes such as:
    •  
    • web-based learning
    • computer-based learning
    • virtual classrooms
    • digital collaboration
  4. .. includes the delivery of content via
    • internet,
    • intranet/extranet (LAN/WAN),
    • audio, videotape, CD-ROM
    • telephone, sms, mms
    • satellite broadcast,
    • interactive TV, and
    • combinations of the above
  5. .. strategies
    • create the highest quality e-learning experience possible
    • implement new measures and methods for assessing and certifying what individuals know and are able to do.
    • ensure broad and equitable access to e-learning opportunities.
  6. .. steps for the establishment
    • 1) conduct a readiness assessment using the following steps
      • Select the relevant dimensions to consider
      • Identify your major assets and barriers for each
      • Consider implementation strategies
  7. .. steps for the establishment (/cont.)
    • 2) develop a strategy using one of 3 different approaches:
      • if your organization has had little or no e-learning experience
      • if your organization has just implemented two or more e-learning projects
      • if your organization has implemented two or more successful e-learning projects where learning is problem-centered and simulation-based
  8. i. If your organization has had little or no e-learning experience the business case should be built either around an off-the-shelf generic product approach or a “narrow and tall,” problem-focused approach
  9. ii. If your organization has just implemented two or more e-learning projects consider building the business case around a problem-focused approach where content is more customized and offers problem-based skills practice through the use of simulations
  10. iii. if your organization has implemented two or more successful e-learning projects where learning is problem-centered and simulation-based your organization may be ready to build a business case around an enterprise-wide solution. The focus of this level is collaboration through virtual group workspaces providing the opportunity to engage face-to-face with other learners in real work
  11. .. steps for the establishment (//cont.)
    • 3) select Technology and Content
    • 4) sell e-learning to everyone in your organization
    • 5) implement enterprise-wide
    • 6) measure the business benefits
    • Learning Management System
    • (LMS)
  12. .. is defined as
    • “ software that automates the administration of training events”
    • (Hall, 2005)
  13. .. LMS
    • A system that tracks , launches , and generally provides the interface between the Learner and individual Learning Objects (LO).
    • at the simplistic level, LMS generally contain access to a range of LOs.
    • LMS communicates with the Learners as they are run, and keep a track of Learners’ studies, passed and failed.
    • LMS can then be used to see at a glance how a learner or group of learner has a progressed through the training
    • provide an administrator with the ability to run reports on learners and class progress, provide access to courses based on criteria
  14. .. LMS
    • other advantages include:
    • keep a track of learner progress so a learner knows what they are up to and how they have performed;
    • allows learners to re-enter a lesson at the point where they left it
    • provide access to courses based on certain criteria, such as department, or role
    • can force learners to perform lessons in a certain order;
    • provide search capabilities across an entire course
  15. databases courseware applications assessment enrolment presentation & delivery telephony internet air media user interface learners, trainers, administrators LOs items users
  16. learning objects LOs
    • “ is a resource, usually digital and web-based, that can be used and re-used to support learning”
    • Wikipedia
  17. learning object formats
    • Powerpoint presentations – learners control, slide show, synchronized with video / audio of trainers
    • Flash Animations
    • video – streaming technology
    • audio – background music, speech/talk, text to speech
    • text – Word document, pdf, web objects
    • graphics
    • any combinations
  18. LO : Power vs Ease to produce
  19. assessment
    • Pre-test and Post-test
    • Incorporating pre-test and post tests into the e-Learning course will help access the effectiveness of the e-Learning, as well as identifying which learners are having problems
  20. assessment
    • items bank
    • The database of questions with
    • 1) content :
    • a)      text and multimedia objects,
    • b)      choices of answer, correct answer,
    • 2) attributes :
    • like related to which topics, difficulty level, weighting, inclusive and exclusive with other items, frequent of usage, etc.
  21. assessment
    • items format
    • Multiple Choice
    • Fill-in-the blank
    • Sequencing / Matching
    • True /False
    • Drag and Drop Matching
  22. assessment
    • items options
    • auto-mark
    • timed question
    • restricting attempts
    • randomizing questions
    • adaptive assessment
    • reports – presentation, access right, details/summary reports, tracking and comparison, ranking, IEP
  23. E-Learning Future Development : e-Learning 2.0
    • The term e-Learning 2.0 is used to refer to new ways of thinking about e-learning inspired by the emergence of Web 2.0 .
    • From an e-Learning 2.0 perspective, conventional e-learning systems were based on instructional packets that were delivered to students using Internet technologies.
    • In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life .
    • This phenomenon has also been referred to as Long Tail Learning
  24. e-Learning 2.0
  25. e-Learning 2.0

+ Peter PangPeter Pang, 2 years ago

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Introduction of e-Learning

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