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E-learning

It includes all forms of electronically supported learning and teaching, and more recently Edtech. The information and communication systems, whether networked learning or not, serve as specific media to implement the learning process. The term will still most likely be utilized to reference out-of-classroom and in-classroom educational experiences via technology, even as advances continue in regard to devices and curriculum. Abbreviations like CBT (Computer-Based Training), IBT (Internet-Based Training) or WBT (Web-Based Training) have been used as synonyms to e-learning. E-learning is the computer and network-enabled transfer of skills and knowledge. E-learning applications and processes include Web-based learning, computer-based learning,virtual education opportunities and digital collaboration. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite TV, and CD-ROM. It can be self-paced or instructor-led and includes media in the form of text, image, animation, streaming video and audio. It is commonly thought that new technologies can strongly help in education. In young ages especially, children can use the huge interactivity of new media, and develop their skills, knowledge, perception of the world, under their parents monitoring, of course. Many proponents of e-learning believe that everyone must be equipped with basic knowledge in technology, as well as use it as a medium to reach a particular goal.

Definition and scope


E-learning is commonly referred to the intentional use of networked information and communications technology in teaching and learning. A number of other terms are also used to describe this mode of teaching and learning. They include online learning, virtual learning, distributed learning, network and web based learning. Fundamentally, they all refer to educational processes that utilize information and communications technology to mediate asynchronous as well as synchronous learning and teaching activities. On closer scrutiny, however, it will be clear that these labels refer to slightly different educational processes and as such they cannot be used synonymously with the term e-learning. The term e-learning comprises a lot more than online learning, virtual learning, distributed learning, networked or web-based learning. As the letter e in e-learning stands for the word electronic, e-learning would incorporate all educational activities that are carried out by individuals or groups working online or offline, and synchronously or asynhronously via networked or standalone computers and other electronic devices. These various types or modalities of e-learning activity are represented in Table 1.

Types of E-learning
Individualized self-paced e-learning online refers to situations where an individual learner is accessing learning resources such as a database or course content online via an Intranet or the Internet. A typical example of this is a learner studying alone or conducting some research on the Internet or a local network. Individualized self-paced e-learning offline refers to situations where an individual learner is using learning resources such as a database or a computer-assisted learning package offline (i.e., while not connected to an Intranet or the Internet). An example of this is a learner working alone off a hard drive, a CD or DVD. Group-based e-learning synchronously refers to situations where groups of learners are working together in real time via an Intranet or the Internet. It may include text-based conferencing, and one or two-way audio and videoconferencing. Examples of this include learners engaged in a real-time chat or an audio-videoconference. Group-based e-learning asynchronously refers to situations where groups of learners are working over an Intranet or the Internet where exchanges among participants occur with a time delay (i.e., not in real time). Typical examples of this kind of activity include on-line discussions via electronic mailing lists and text-based conferencing within learning managements systems.

Contemporary trends in e-learning


The growing interest in e-learning seems to be coming from several directions. These include organizations that have traditionally offered distance education programs either in a single, dual or mixed mode setting. They see the incorporation of online learning in their repertoire as a logical extension of their distance education activities. The corporate sector, on the other hand, is interested in e-learning as a way of rationalizing the costs of their in-house staff training activities. E-learning is of interest to residential campus-based educational organizations as well. They see e-learning as a way of improving access to their programs and also as a way of tapping into growing niche markets.The growth of e-learning is directly related to the increasing access to information and communications technology, as well its decreasing cost. The capacity of

information and communications technology to support multimedia resource-based learning and teaching is also relevant to the growing interest in e-learning. Growing numbers of teachers are increasingly using information and communications technology to support their teaching. The contemporary student populations (often called the Net Generation, or Millennials) who have grown up using information and communications technology also expect to see it being used in their educational experiences. Educational organizations too see advantages in making their programs accessible via a range of distributed locations, including oncampus, home and other community learning or resource centers.Despite this level of interest in e-learning, it is not without constraints and limitations. The fundamental obstacle to the growth of e-learning is lack of access to the necessary technology infrastructure, for without it there can be no e-learning. Poor or insufficient technology infrastructure is just as bad, as it can lead to unsavory experiences that can cause more damage than good to teachers, students and the learning experience. While the costs of the hardware and software are falling, often there are other costs that have often not been factored into the deployment of e-learning ventures. The most important of these include the costs of infrastructure support and its maintenance, and appropriate training of staff to enable them to make the most of the technology Points to remember E-learning can manifest itself in four different ways: Individualized self-paced e-learning online, Individualized self-paced e-learning offline, Group-based e-learning synchronously and Group-based e-learning asynchronously. E-learning may also comprise combinations of the foregoing types of activities. E-learning is growing in popularity in all areas and levels of education and training. The critical attributes of e-learning include flexibility of time, place and pace of study. E-learning affords opportunities to design learning environments that are authentic, situated in the learning context, and also problem-based in order to provide students with learning by doing experiences. 9

A learning management system (LMS)


It is a software application for the administration, documentation, tracking, reporting and delivery of online education courses or training programs. A good LMS should be able to do the following:

centralize and automate administration use self-service and self-guided services

assemble and deliver learning content rapidly consolidate training initiatives on a scalable web-based platform support portability and standards personalize content and enable knowledge reuse deliver online training and webinars

LMSs range from systems for managing training and educational records, to software for distributing online college courses over the Internet with features for online collaboration. Colleges and universities use LMSs to deliver online courses and augment on-campus courses. Corporate training departments use LMSs to deliver online training, as well as automate recordkeeping and employee registration. Student self-service (e.g., self-registration on instructor-led training), training workflow (e.g., user notification, manager approval, wait-list management), the provision of on-line learning (e.g., computer-based training, read & understand), on-line assessment, management of continuous professional education (CPE), collaborative learning (e.g., application sharing, discussion threads), and training resource management (e.g., instructors, facilities, equipment), are all important dimensions of Learning Management Systems. Most LMSs are Web-based to facilitate access to learning content and administration. LMSs are used by regulated industries (e.g. financial services and biopharma) for compliance training. They are also used by educational institutions to enhance and support classroom teaching and offering courses to a larger population of learners across the globe. Some LMS providers include "performance management systems", which encompass employee appraisals, competency management, skills-gap analysis, succession planning, and multi-rater assessments (i.e., 360 degree reviews). Modern techniques now employ competencybased learning to discover learning gaps and guide training material selection. For the commercial market, some Learning and Performance Management Systems include recruitment and reward functionality.

Web 2.0 It is a concept that takes the network as a platform for information sharing, interoperability, user-centered design, and collaboration on the World Wide Web. A Web 2.0 site allows users to interact and collaborate with each other in asocial media dialogue as creators (prosumers) of user-generated content in a virtual community, in contrast to websites where users (consumers) are limited to the passive viewing of content that was created for them. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, hosted services, web applications, mashups and folksonomies. The term is closely associated with Tim O'Reilly because of the O'Reilly Media Web 2.0 conference which was held in late 2004. Although the term suggests a new version of the World

Wide Web, it does not refer to an update to any technical specification, but rather to cumulative changes in the ways software developers and end-users use the Web. Whether Web 2.0 is substantively different from prior web technologies has been challenged by World Wide Web inventor Tim Berners-Lee, who describes the term as jargon. His vision of the Web is "a collaborative medium, a place where we [can] all meet and read and write".

Characteristics
Web 2.0 websites allow users to do more than just retrieve information. By increasing what was already possible in "Web 1.0", they provide the user with more user-interface, software and storage facilities, all through their browser. This has been called "Network as platform" computing. Major features of Web 2.0 include social networking sites, user created web sites, self-publishing platforms, tagging, and social bookmarking. Users can provide the data that is on a Web 2.0 site and exercise some control over that data. These sites may have an "architecture of participation" that encourages users to add value to the application as they use it. Some scholars have made the case that cloud computing is a form of Web 2.0 because cloud computing is simply an implication of computing on the Internet. The concept of Web-as-participation-platform captures many of these characteristics. Bart Decrem, a founder and former CEO of Flock, calls Web 2.0 the "participatory Web" and regards the Web-as-information-source as Web 1.0. Web 2.0 offers all users the same freedom to contribute. While this opens the possibility for serious debate and collaboration, it also increases the incidence of "spamming" and "trolling" by unscrupulous or less mature users. The impossibility of excluding group members who dont contribute to the provision of goods from sharing profits gives rise to the possibility that serious members will prefer to withhold their contribution of effort and free ride on the contribution of others. This requires what is sometimes called radical trust by the management of the website. According to Best, the characteristics of Web 2.0 are: rich user experience, user participation, dynamic content, metadata, web standards and scalability. Further characteristics, such as openness, freedom and collective intelligence[19] by way of user participation, can also be viewed as essential attributes of Web 2.0.

E-Learning 2.0 The term E-Learning 2.0 is a term used for CSCL (Computer-supported collaborative learning) systems that came about during the emergence of Web 2.0 From an E-Learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments. Assignments were evaluated by the teacher. 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. E-Learning 2.0, by contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others. In addition to virtual classroom environments, social networks have become an important part of E-learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education. Mobile Assisted Language Learning (MALL) is a term used to describe using handheld computers or cell phones to assist in language learning. Some feel, however, that schools have not caught up with the social networking trends. Few traditional educators promote social networking unless they are communicating with their own colleagues.

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 eLearning. 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 studentcentered 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.

Strategies for successful E-learning Recent technological advances and the advent of e-Learning have dramatically altered the world of education and training. There are millions of e-Learners in the U.S. and around the world. Todays e-Learners come from a wide variety of backgrounds, and are of all ages. Most are working people who are trying to continue their education and improve their opportunities.

Still, e-Learning is quite different from traditional classroom learning and is not for everyone. Successful e-Learning students share certain qualities and abilities.

E-Learning requires motivation and self-discipline. Successful e-Learning students are able to study independently and incorporate study time into their busy lives. Students should set aside regular study time. e-Learning requires a real commitment to keep up with the flow of the process and to finish within the required period of time. Define your goals and plan for success. Define your goals and objectives for your eLearning experience. Understand the requirements and plan ahead so that you will know whats expected of you and how your performance will be evaluated. e-Learning requires good reading and writing skills. The ability to efficiently read and interpret instructions is a critical skill in e-Learning. Most activities and communications are also written, so it is important to be comfortable with your ability to express yourself through writing. Incorporate work, life, and other educational experiences as part of the learning process. e-Learning requires the student to make inferences based on experience as well as facts. Meaningful reflection and critical analysis of information are an essential part of the learning process. Look for opportunities to apply what you have learned in your life. Be willing and able to commit adequate time to the e-Learning process. e-Learning is a convenient way to receive education and training, but it is not easier than the traditional educational process. In fact, it often requires more time and commitment. Have access to the necessary equipment and create some personal space. It is important that you have a place to study in a peaceful and focused manner.

To be a successful e-Learner you must believe that meaningful, high quality learning can take place without a traditional classroom. When properly designed and executed, e-Learning is a highly effective and rewarding learning environment.

WIKI
A wiki is a website which allows its users to add, modify, or delete its content via a web browser usually using a simplified markup language or a rich-text editor.[1][2][3] Wikis are powered by wiki software. Most are created collaboratively. Wikis serve many different purposes, such as knowledge management and notetaking. Wikis can be community websites and intranets, for example. Some permit control over different functions (levels of access). For example, editing rights may permit changing, adding or removing material. Others may permit access without enforcing access control. Other rules may also be imposed for organizing content.

Ward Cunningham, the developer of the first wiki software, WikiWikiWeb, originally described it as "the simplest online database that could possibly work. Wiki is a Hawaiian word meaning "fast" or "quick".

Weblog
A blog ( web log) is a discussion or informational site published on the World Wide Web and consisting of discrete entries ("posts") typically displayed in reverse chronological order (the most recent post appears first). Until 2009 blogs were usually the work of a single individual, occasionally of a small group, and often were themed on a single subject. More recently "multiauthor blogs" (MABs) have developed, with posts written by large numbers of authors and professionally edited. MABs from newspapers, other media outlets, universities, think tanks, interest groups and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into societal newstreams. Blog can also be used as a verb, meaning to maintain or add content to a blog. The emergence and growth of blogs in the late 1990's coincided with the advent of web publishing tools that facilitated the posting of content by non-technical users. (Previously, a knowledge of such technologies as HTML and FTP had been required to publish content on the Web.) Although not a requirement, most good quality blogs are interactive, allowing visitors to leave comments and even message each other via GUI widgets on the blogs, and it is this interactivity that distinguishes them from other static websites. In that sense, blogging can be seen as a form of social networking. Indeed, bloggers do not only produce content to post on their blogs, but also build social relations with their readers and other bloggers. Many blogs provide commentary on a particular subject; others function as more personal online diaries; yet still others function more as online brand advertising of a particular individual or company. In education, blogs can be used as instructional resources. These blogs are referred to as Edublogs. A typical blog combines text, images, and links to other blogs, Web pages, and other media related to its topic. The ability of readers to leave comments in an interactive format is an important contribution to the popularity of many blogs. Most blogs are primarily textual, although some focus on art (art blogs), photographs (photoblogs), videos (video blogs or "vlogs"), music (MP3 blogs), and audio (podcasts). Microblogging is another type of blogging, featuring very short posts. As of 16 February 2011, there were over 156 million public blogs in existence.

RSS
RSS Rich Site Summary (originally RDF Site Summary, often dubbed Really Simple Syndication) is a family of web feed formats used to publish frequently updated workssuch as blog entries, news headlines, audio, and videoin a standardized format. An RSS document (which is called a "feed", "web feed",or "channel") includes full or summarized text, plus metadata such as publishing dates and authorship. RSS feeds benefit publishers by letting them syndicate content automatically. A standardized XML file format allows the information to be published once and viewed by many different programs. They benefit readers who want to subscribe to timely updates from favorite websites or to aggregate feeds from many sites into one place. RSS feeds can be read using software called an "RSS reader", "feed reader", or "aggregator", which can be web-based, desktop-based, or mobile-device-based. The user subscribes to a feed by entering into the reader the feed's URI or by clicking a feed iconin a web browser that initiates the subscription process. The RSS reader checks the user's subscribed feeds regularly for new work, downloads any updates that it finds, and provides a user interface to monitor and read the feeds. RSS allows users to avoid manually inspecting all of the websites they are interested in, and instead subscribe to websites such that all new content is pushed onto their browsers when it becomes available.

Social networking services


A social networking service is an online service, platform, or site that focuses on facilitating the building of social networks or social relations among people who, for example, share interests, activities, backgrounds, or real-life connections. A social network service consists of a representation of each user (often a profile), his/her social links, and a variety of additional services. Most social network services are web-based and provide means for users to interact over the Internet, such as e-mail and instant messaging. Online community services are sometimes considered as a social network service, though in a broader sense, social network service usually means an individual-centered service whereasonline community services are group-centered. Social networking sites allow users to share ideas, activities, events, and interests within their individual networks.

The main types of social networking services are those that contain category places (such as former school year or classmates), means to connect with friends (usually with self-description pages), and a recommendation system linked to trust. Popular methods now combine many of these, with Facebook, Twitter and Google+ widely used worldwide, The Sphere (luxury network), Nexopia (mostly in Canada); Bebo, VKontakte, Hi5, Hyves (mostly in The Netherlands), Draugiem.lv (mostly in Latvia), Ask-a-peer (career oriented),StudiVZ (mostly in Germany), iWiW (mostly in Hungary), Tuenti (mostly in Spain), Nasza-Klasa (mostly in Poland), Tagged, XING, Badoo and Skyrock in parts of Europe; Orkut and Hi5 in South America and Central America; and Mixi, Orkut, Wretch, renren and Cyworld in Asia and the Pacific Islands and Facebook, Google+, Twitter and LinkedIn are very popular in India and Pinterest is also a social networking site which is used in India.

Second Life It is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars. Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Second Life is intended for people aged 16 and over. Built into the software is a three-dimensional modeling tool based on simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects. Sculpted prims (sculpties), mesh, textures for clothing or other objects, animations, and gestures can be created using external software and imported. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions. Logo of second life

Facebook

It is a social networking service launched in February 2004, owned and operated by Facebook, Inc. As of June 2012, Facebook has over 955 million active users, more than half of them using Facebook on a mobile device. Users must register before using the site, after which they may create a personal profile, add other users as friends, and exchange messages, including automatic notifications when they update their profile. Additionally, users may join common-interest user groups, organized by workplace, school or college, or other characteristics, and categorize their friends into lists such as "People from Work" or "Close Friends". Facebook was founded by Mark Zuckerberg with his college roommates and fellow students Eduardo Saverin, Andrew McCollum,Dustin Moskovitz and Chris Hughes.[5] The website's membership was initially limited by the founders to Harvard students, but was expanded to other colleges in the Boston area, the Ivy League, and Stanford University. It gradually added support for students at various other universities before opening to high school students, and eventually to anyone aged 13 and over. However, according to a May 2011 Consumer Reports survey, there are 7.5 million children under 13 with accounts and 5 million under 10, violating the site's terms of service. A January 2009 Compete.com study ranked Facebook as the most used social networking service by worldwide monthly active users. Entertainment Weekly included the site on its end-of-thedecade "best-of" list, saying, "How on earth did we stalk our exes, remember our co-workers' birthdays, bug our friends, and play a rousing game of Scrabulous before Facebook?"[8] Critics, such as Facebook Detox, state that Facebook has turned into a national obsession in the United States, resulting in vast amounts of time lost and encouraging narcissism. Quantcast estimates Facebook has 138.9 million monthly unique U.S. visitors in May 2011. According to Social Media Today, in April 2010 an estimated 41.6% of the U.S. population had a Facebook account. Nevertheless, Facebook's market growth started to stall in some regions, with the site losing 7 million active users in the United States and Canada in May 2011. In September 2012, Zuckerberg speaking about the drop in his company's market value, described the decline as "disappointing" - the value of Facebook being almost half the $38 debut price in May 2012. The name of the service stems from the colloquial name for the book given to students at the start of the academic year by some university administrations in the United States to help students get to know each other. Facebook allows any users who declare themselves to be at least 13 years old to become registered users of the site.

Twitter is an online social networking service and microblogging service that enables its users to send and read text-based messages of up to 140 characters, known as "tweets". It was created in March 2006 by Jack Dorsey and launched that July. The service rapidly gained worldwide popularity, with over 500 million active users as of 2012, generating over 340 million tweets daily and handling over 1.6 billion search queries per day. Since its launch, Twitter has become one of the top 10 most visited websites on the Internet, and has been described as "the SMS of the Internet." Unregistered users can read tweets, while registered users can post tweets through the website interface, SMS, or a range of apps for mobile devices. Twitter Inc. is based in San Francisco, with additional servers and offices in New York City, Boston, and San Antonio. Twitter has been cited as an important factor in the Arab Spring and other political protests.

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