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ELEARNING

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Title: ELEARNING


1
E-LEARNING
2
Learning is an ever-expanding field
  • Definition of E- Learning
  • E- learning is learning that takes place in an
    electronically simulated environment. E- learning
    involves the use of a computer or electronic
    device in some way to provide training,
    educational or learning material.
  • Electronic-LEARNING is an umbrella term for
    providing computer instruction online over the
    public Internet, private distance learning
    networks or in house via an intranet.
  • With e- Learning users can immerse themselves in
    a 3- dimensional environment to further enhance
    their learning experience.

3
What is the scope of e-learning?
  • E-learning is now a multi-billion dollar industry
    worldwide.
  • Scope of E- learning deals with the need to
    utilize meta-knowledge within the context of Web
    based learning.

4
What form does e-learning take? How is it
structured?
  • E-learning takes a number of different forms.

5
Levels of e-learning
  • E-learning falls into four categories, from the
    very basic to the very advanced. The categories
    are
  • 1. Database E- Learning (Knowledge databases)
  • With Online databases users can
    browse through different topics to look for an
    answer or an explanation to various questions.
  • They are the moderately interactive websites.
    Ex Google, Wiki.

6
  • 2. Online support -
  • It is the more interactive form of
    e- learning as it gives the user an oppurtunity
    to interact with real people. These systems can
    be in the form of chat rooms, forums, emails,
    bulliten boards, instant messaging aplications
    and others.
  • Ex Q A Websites.

7
  • 3. Asynchronous training -
  • It is a combination of the 2 forms
    of e- learning mentioned Moreover, students can
    also interact with other students or instructors
    through e- mail, online discussion groups and
    online bulliten boards. Comparatively
    asynchronous e-learning is also self paced and
    interactive. Ex Discussion Groups.

8
  • 4. Synchronous training
  • Its a real time method of e- learning with live
    interaction between instructors and the students.
  • It is called such because students have to log in
    at a specified period of time. It is nearest to
    classroom style learning as students can raise
    their electronic hands, view a common blackboard
    and interact with each other.
  • These are usually held in audio video
    conferencing media, Internet Telephony media
    websites, 2- way live broadcasts to students.
  • Ex Access Grid.

9
History of ADL ( Advanced Distributed Learning)
  • The United States Department of Defense (DOD) and
    the White House Office Of Science and Technology
    Policy (OSTP) launched the Advanced Distributed
    Learning Initiative (ADL) in Nov 1997.
  • Vision of ADL
  • It is to provide access to highest quality
    learning and performance aiding that can be
    tailored to individual needs delivered cost
    effectively anytime and anywhere.

10
Reference Model
  • ADL architects recognized early the need for a
    reference model that would specify learning
    content and its labeling , storage and
    presentation in distributed learning.
  • A Reference Model is something that shows what
    kinds of services will be needed to solve a
    particular problem, how they can be put together,
    the relevant standards that apply, and how they
    might be used.

11
Introduction to SCORM
  • SCORM provides a coordinating model of
    standard practices that can be generally accepted
    and widely implemented throughout the distributed
    learning community.
  • SCORM Definition
  • (Sharable Content Object Reference Model)
  • A collection and harmonization of
    specifications and standards that defines the
    interrelationship of content objects, data models
    and protocols such that objects are sharable
    across systems that conform to same model.

12
Characteristics of SCORM
  • SCORM defines primarily
  • Content Aggregation Model
  • Run Time Environment
  • Sequencing and Navigation
  • Conceptual Starting point for SCORM
  • Accessibility
  • Adaptability
  • Affordability
  • Durability
  • Interoperability
  • Reusability

13
Graphical Representation of LMS/Learning Object
Relationship.
Learning Object
SCORM
Learning Object
DATABASE
Learning management system
Learning Object
SCORM
14
Learning Management Systems
  • LMS is a catchall term in SCORM. It refers
    to a suite of functionalities designed to
    deliver, track, report on and manage learning
    content, learner progress and learner
    interactions.
  • LMS can apply to very simple course
    management systems, or highly complex
    enterprise-wide, distributed environments.

15
Learning Object
  • A learning object is by definition a reusable
    chunk of learning content. The reusability is
    the main motivation in favor of Learning Objects.
  • Learning Objects can be compared to the
    resources housed in a physical library.

16
Role of SCORM in E- learning
  • SCORM focuses on interface points
    between instructional content and LMS
    environments, and it doesnt involve in specific
    features and capabilities provided within a
    particular LMS.

17
Figure 1.2.2a Highly generalized model of an LMS
18
Reference
  • http//www.nwlink.com/donclark/hrd/elearning/deve
    loping.html
  • http//pre2005.flexiblelearning.net.au/projects/re
    sources/learningobjectguide04.pdf
  • http//www.adlnet.gov/downloads/DownloadPage.aspx?
    ID237
  • http//www.learnativity.com/standards.html
  • http//en.wikipedia.org/wiki/SCORM
  • http//www.nwlink.com/donclark/hrd/elearning/deve
    loping.html

19
  • QUESTIONS
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