Friday, June 28, 2013

SCORM



SCORM stands for “Sharable Content Object Reference Model” and it is a set of technical standards developed for eLearning software products. In its essence, SCORM enables interoperability between eLearning software products. Specifically, the model determines how online learning content and Learning Management Systems (LMS) communicate with each other.

The Goal of SCORM
Learning Content under SCROM must have the following characteristics;
  Accessability
  •  Content can be identified and located when it is needed and as it is needed
Interoperability
  • Content will function in multiple applications, environment and software/hardware configurations regardless of the tools and platform used to create.
Reusability
  •    Content is independent of learning context and can be used for many different learners.
Durability    
  •  Content does not require modification to operate as software systems are changed or upgraded
 For more information,please visit http://www.litmos.com/learning-management-system/what-is-scorm/

Example of e-learning

A few examples for e-learning.

E-learning for kids

eLearning@USM

elearning@UNIMAP




Limitations of e-learning


Although e-Learning has many benefits for students and organizations alike, it also has limitations.

Computer literacy and access to equipment.
  •  Any e-Learning system involves basic equipment and a minimum level of computer knowledge in order to perform the tasks required by the system. A student that does not possess these skills, or have access to these tools, cannot succeed in an e-Learning program.

Some topics are not appropriate for e-Learning.
  •  Certain subjects that require physical exertion and practice, such as sports and public speaking, are not good candidates for e-Learning. However, e-Learning can be a useful companion to traditional education for teaching background and technical information.

Students themselves can be a limitation to e-Learning.
  •  The flexibility and student-centered nature of e-Learning requires a high level of student responsibility. A successful e-Learning student must be well organized, self-motivated, and have good time management skills. What you get out of an e-Learning program is directly related to the amount of effort you put in.



Thursday, June 27, 2013

Benefits of e-Learning


e-Learning has substantial benefits and offers unique opportunities for people who might otherwise have limited access to education and training. It incorporates innovative and creative approaches to instruction and provides unprecedented access to resources and information.

e-Learning is student centered.



  • The learner is the core of any e-Learning system. Materials and activities are designed with the needs and interests of the learner in mind. Students assume control of their learning experience and use it to suit their own specific needs.


e-Learning is self-directed and self-paced.



  •  Learners control the amount of time they spend on any particular topic. This allows learners to spend additional time on difficult items before moving on or to skip material they already understand. This “individualized” approach usually allows learners to complete their education and training faster than in traditional courses.


e-Learning is interactive and hands-on. 


  • The use of a variety of multimedia in e-Learning increases student involvement and reinforces the learning experience. This leads to increased retention and a stronger grasp of the subject at hand.


e-Learning is flexible.


  •  Learning can take place anytime and anywhere, as long as the necessary equipment is accessible. The logistics and expense of face-to-face education and training can be extremely limiting when students are separated by distance. e-Learning also allows physically or otherwise challenged students to more fully participate.


e-Learning provides consistent and effective training.


  •  All of the target learners can participate simultaneously and receive the same information, reducing the variability introduced through multiple sessions in different locations.




ADDIE Model







The generic term for the five-phase instructional design model consisting of Analysis, Design, Development, Implementation, and Evaluation. Each steps has an outcome that feeds into the next step in the sequence.

Analysis
  • During analysis, the designer identifies the learning problem, the goals and objectives, the audience’s needs, existing knowledge, and any other relevant characteristics.  Analysis also considers the learning environment, any constraints, the delivery options, and the timeline for the project.
Analysis video




Design
  • A systematic process of specifying learning objectives.  Detailed storyboards and prototypes are often made, and the look and feel, graphic design, user-interface and content is determined here.
Design video




Development
  • The actual creation (production) of the content and learning materials based on the Design phase.
Development video






Implementation 
  • During implementation, the plan is put into action and a procedure for training the learner and teacher is developed.  Materials are delivered or distributed to the student group. After delivery, the effectiveness of the training materials is evaluated.
Implementation video




Evaluation
  • This phase consists of (1) formative and (2) summative evaluation. Formative evaluation is present in each stage of the ADDIE process. Summative evaluation consists of tests designed for criterion-related referenced items and providing opportunities for feedback from the users.  Revisions are made as necessary.
Evaluation video







What is E-learning?







For further information,see:
click here

E-Portfolio

Welcome to E-portfolio for my E-learning subject.