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E-LEARNING

E-LEARNING. Definition. Using a technological means (Internet/Intranet/Extranet) to access and manage learning that supports and enhances the knowledge of an individual. State of e-learning. Need marketing and awareness. Permit knowledge at accelerated pace & knowledge transfer.

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E-LEARNING

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  1. E-LEARNING

  2. Definition Using a technological means (Internet/Intranet/Extranet) to access and manage learning that supports and enhances the knowledge of an individual.

  3. State of e-learning • Need marketing and awareness. • Permit knowledge at accelerated pace & knowledge transfer. • Early adopters are companies-meetings, demonstrations, training. • Most successful in corporate segment-business goals and motivating employees.

  4. Virtual Universities • Access to other universities. • Underdeveloped countries raise the level of education, • IIMs, IITs.,etc-HughesNet and NIIT Imperia.

  5. Who is on this team? • Project Managers. • Programmers. • Writers. • Graphics Artists, Animators, and Videographers. • Quality Controllers .

  6. Advantage: • Reach out the masses. • Create own content-self learning and others. • It cover all distance-save time and cost. • Trainees have flexibility. • Self-paced learning and learning done at learner pace. • Content can be repeated. • Instant feedback and scores.

  7. Obstacles • Organizational. • Lack of course content-IT, English. • Technology support. • High cost of purchase, implementation and deployment. • Problematic and incompatible features between disparate systems.

  8. Benefits • Access: Making training more available to learners. • Cost: Reducing training costs. • Content: Increasing the scope of offerings. • Speed: Responding to constant change and rapid product innovations. • Efficiency: Avoiding scheduling of classroom training and booking instructors. • Empowerment: Putting the responsibility for learning in the hands of learners. • Convenience: Letting time-pressured students learn at the best time and place.

  9. Trends • Business-to-employee initiatives will address e-learning. • e-learning will extend to customers. • Simulation, gaming and interactivity will enrich e-learning. • There will never be enough of the right skills.

  10. THANK YOU

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