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E learning raptivity

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E learning raptivity

  1. 1. Suggested e-Learning ToolDimitris RaftopoulosLife Long Learning Research InstituteEuropean Women Interactive Learning 15-16.09.2011 | Drammen – Norway
  2. 2. Agenda1 Age of Social Game Players 5 Why Raptivity?2 Living Situation 6 Raptivity Awards3 Decline of Activities4 Women and ICT
  3. 3. Profile of Social Game Players - AgeSource: Age Group2010 research 25Social Gaming Research 20Information Solutions 15Group 10Pop Cap games 5 And our 0 target Group? <18 18-21 22-29 30-39 40-49 50-59 60+ <18 18-21 22-29 30-39 40-49 50-59 60+
  4. 4. Social Gamer – Living Situation Social Gamer – Living Situation Single with Married With no Children Children Not 39% Living at home 23% Focus on? Married With Children Living at home 39%
  5. 5. 10% 20% 25% 30% 15% 0% 5%Reading (book,… Watching… 27%26% Surfing the… 24% Hobbies… Exercising or… 21%21% Playing (non-…Talking on the… 19%18% Listening to… Cooking Going to the… 15%14%14% ShoppingSpending time… 13%12% Gardening Outdoor… 11%10% Attending… 9% None of the… 28% Decline in Activities Due to Social Game Play (%)
  6. 6. Women and ICTWomen turn to ICT for specificthematic fields, such as: 70 Culture (Art) 60 • 50 40 62 30 14 Education (non ICT) 17 21 20 27 • 10 10 12 46 0 8 • Health-related issues 20 men women
  7. 7. Why Raptivity? Lets see some facts!• Choose from over 245 learning interactivity templates and add games, Catherine Avington San Francisco State University simulations, brainteasers, interactive diagrams, virtual worlds and more to your As an instructional designer I use Raptivity to create interactions for course within minutes. Single Flash file output to go with every course English learners. Raptivity offers a wide range of learning interactions.• Learning interactions that go into multiple devices, including mobile phones that These interactions are grouped according to recognized instructional support Flash - Android, BlackBerry and others design theories and strategies.……..• Great user interface to completely customize all interactions without writing a single line of code• Pre-built library of learning interactions based on best practices in instructional design Johnny Rivli Braincraft We chose Raptivity because we wanted• Fully compliant with SCORM and AICC to track and integrate with all leading to be able to make flash interactions ourselves, and to give our customers the learning management systems. means to create interactive e-learning themselves. Raptivity gives us a competitive advantage in the Norwegian market ….
  8. 8. Raptivity AwardsWhy so many Awards? Maybe this is our Solution? Lets see the Software in Action!
  9. 9. Thank you for your attention

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