2. Table of Contents
• Overview of E-Learning
• E-Learning Development and Hosting
• E-Learning in Academic Segment
• E-Learning in Corporate Segment
• Quality Parameters for E-Learning Evaluation
• Future Trends of E-Learning
3. Overview of E-Learning
• Makes use of electronic devices and internet
technologies for the purpose of learning and
development.
• Makes it possible for learners’ to take training
courseware, anytime and from anywhere.
• Enables learners’ to learn at their own pace, and also
choose their desired learning path.
• Saves travel time and money.
• Ensures a level of consistency in the training programs.
5. E-Learning Development Process
• The ADDIE model is used for e-learning development
1. Analyze
2. Design
3. Develop
4. Implement
5. Evaluate
6. E-Learning Development (cont.)
• Learning Content Management System (LCMS)
Library of media elements
Templates (XML-based authoring tool)
Version control systems
Resource management tool
Quality management tool
• Rapid learning tools
Articulate
Lectora
Adobe Captivate
Camatasia
7. Hosting E-Learning
• Learning Management System (LMS)
Hosting self-paced courses
Tracking learner performance
Courseware management
• Virtual Classrooms
• Knowledge Management System (KMS)
Publish white papers, reports, and so on in a portal
• Podcasts
Publish audio courses on portable devices (iPod, iPhone, smart
phones, etc.)
8. E-Learning in Academic Segment
• Only 1% penetration of ICT in K-12 and Higher Education
segments (-Futuresource Consulting)
• Usage of Interactive Whiteboards (IWBs) & Interactive
Projectors
A device connected to computer system via USB, serial port cable or
wireless.
The computer's video output is connected to a digital projector so
that images may be projected on the interactive whiteboard surface.
All mouse and keyboard functions could be performed on the IWB.
Easy to teach subjects such as maths, physics, biology and English.
• Student Response Systems
• Learning Tablets
• Access to digital library using smart phones
9. E-Learning Projects for Academic Segment
• Learning Objects (LO) development
• Conversion of text books into learning
objects/animations/interactivites
• Animation development
• Assessment development
• Activity/game development
10. E-Learning in Corporate Segment
• E-Learning players include: Off-the-shelf (library) vendors and
custom project developers.
• Specialized domains include:
• Information technology
Ex: Desktop applications, programming, networking, and database training.
• Banking and finance
• Human resources
Ex: Induction, regulatory compliance
• Sales and marketing
• Product training
Ex: Lathe machine, multi-copier machine, working process of engines,
aircrafts, etc.
• Project management
• Process training
Ex: Software development process
Ex: Management process
11. E-Learning Projects for Corporate Segment
Types of e-learning projects are as follows:
• Self-paced course /WBT
• CBT
• Blended training
• Instructional design
• Content
writing/repurposing
• Multimedia development
• Assessment development
• Training needs analysis
• Mobile based learning
• Tablet PC based learning
• Simulation based
learning
• Scenario based learning
• Game based learning
• Discussion forums
12. Quality Parameters for E-Learning
Evaluation
• Terminal objective / enabling objective
TO: At the end of this course, learners will be able to use MSO
Excel for analyzing financial markets.
EO: Analyze data using statistical functions, Analyze data using
data analysis tool, Analyze data using financial functions,
Examine data using math functions, manipulate data using text
and information functions, manage large data in workbooks.
• Functionality testing of e-learning courses
• Language and editorial style issues
Chicago Manual of Style (CMOS)
Microsoft Styleguide for Technical Publications (MSTP)
• Accessibility support
• SCORM /AICC Compliance
13. Accessibility
• Content transmitted on the web or any other
product/device should be accessible by everyone
regardless of any disability.
• Accessibility with reference to computer system includes
operating systems, browsers, or any other standalone
applications.
14. Section 508 Compliance
• In the USA, section 508 of the Rehabilitation Act requires
Federal agencies to make their electronic and information
technology accessible to people with disabilities.
• Section 508 covers a number of products, which includes:
Software applications and operating systems
Web-based information and applications
Telecommunication products
Video and Multimedia products
Desktop and portable computers
15. Types of Disabilities
• Visual disability
•Blind: need assistive technology to read the text and navigate.
•Low Vision: need technology to enlarge the text.
•Color Blind: need to avoid reds and greens in the graphics and text.
• Hearing disability
•Cannot hear audio content. Need closed captioning/audio
transcript.
• Mobility disability
•Need assistive technologies like raised spaces between keys.
•Cognitive
•Cannot comprehend complex layouts and lengthy text.
• Seizure Disorder
•Quick movements in animations can cause seizures.
16. Section 508 Compliant E-Learning
• The course/LMS should not disable any usability /
accessibility features that are provided by the operating
system.
• Keyboard/Mouse actions should be clearly indicated on
the screen (ex. Selection of interface elements)
• All visual information in a multimedia presentation will
be audio described.
• Alternative text descriptions must be provided for non-
text elements. (Alt tags for image, audio, video)
• Alternative for multimedia presentations that is
synchronized with the presentation (e.g. audio content should have
a transcript, video with audio should have a synchronized/running text).
• User control or learning should not depend on color
coding.
17. Section 508 Compliant E-Learning (cont.)
• Data tables should have row and column headers.
• Screen shouldn’t flicker with a frequency greater than
2Hz and lesser than 55 Hz.
• If any applet, plug-in or any other application is required
to run the course, then the courseware must also
provide a link to download the applet or plug-in.
• When a timed response is needed, the learner should be
given sufficient time to respond to the response.
• When bitmap images / icons are used to identify
controls, status indicators, or other programmatic
elements, the meaning assigned to those images shall be
consistent throughout an application's performance.
18. Section 508 Compliant E-Learning (cont.)
• Documents shall be organized so they are readable
without requiring an associated style sheet.
• A method shall be provided that permits users to skip
repetitive navigation links.
• When biometric forms of user identification or control
are used, an alternative form of identification or
activation, which does not require the user to possess
particular biological characteristics, shall also be
provided.
19. SCORM
• SCORM stands for Shareable Content Object Reference
Model.
• Collection of standards and specifications for web-based
e-learning.
• Defines how content must be packaged into Package
Interchange Format.
• Defines communication between learners and LMS.
• Requires sequencing of content (learner path).
• Requires features to bookmark content.
• Requires performance tracking of learners.
20. Future Trends of E-Learning
• Newer learning strategies:
Game based learning
Simulation based learning
Video based learning
Blogger learning
Forum based learning
LCMS crowd sourcing
Second life / Web 2.0
• Newer rendering modes:
Mobile based learning
Tablet PC based learning
Audio podcasts (oldest, but re-emerging)
21. Growth Potential of E-Learning
• According to knowledge consulting company Netscribes India,
the K12 education market in India is estimated to be growing at
14 per cent per annum.
• India’s education market is valued around $100 billion.
• By the end of 2015, it is estimated that India’s private education
industry is expected to grow from $30 billion currently to $45
billion.
• Consulting companies like Deloitte and PwC say that currently,
Indian IT and ITeS companies spend anywhere between 3 - 3.5
per cent of their payroll costs in training talent, which has to be
increased to 5 - 6 per cent.
For various research reports on education/training sectors, visit:
http://www.slideshare.net/ResearchOnIndia/higher-educat
22. Major E-Learning Players in India
• NIIT Technologies
• IBM India
• Tata Interactive Systems
(TIS)
• Sillsoft
• Sify E-Learning
• Lionbridge India
• Tutorvista
• Educomp
• Edurite
• Everonn
• Kesdee Systems
• ILFS
• Aptara
• Core Education &
Technologies
• Edserv Softsystems
• Career Point
Visit: http://genieoflife.blogspot.in/2006/09/list-
of-e-learning-companies-in-india.html