4. E-learning incorporates science and technology to education.
E-learning has developed very fast due to internet.
E-learning is a technology which supports teaching &learning
using a computer web technology.
5. E-Learning is the use of internet technology to enable
people to learn anytime and anywhere.
6. The ‘E’ used to represent ‘Electronic’ but nowadays it just
signifies the use of Technology.
8. It involves the exchange of ideas and information with one
or more participants during the same period of time.
A face-to-face discussion is an example of synchronous
communication.
9.
10. Asynchronous learning is learning that happens independent
of time and space.
Learners are able to interact with course materials and with
each other at a time of their choosing.
A discussion thread is an example of an asynchronous
learning.
11.
12.
13. Class work can be scheduled around work and family.
Reduces travel time and travel costs for off-campus
students.
Students may have the option to select learning materials
that meets their level of knowledge and interest.
14. Students can study anywhere they have access to a
computer and Internet connection.
E-Learning can different learning styles and facilitate
learning through a variety of activities.
Develops knowledge of the Internet and computers skills
that will help learners throughout their lives and careers
15. Learners with low motivation or bad study habits may fall
behind
Without the routine structures of a traditional class,
students may get lost or confused about course activities
and deadlines
Students may feel isolated from the instructor and
classmates
16. Instructor may not always be available when students are
studying or need help
Slow Internet connections or older computers may make
accessing course materials frustrating
Managing computer files and online learning software can
sometimes seem complex for students with beginner-level
computer skills
21. Simulation e-learning is highly interactive and relies heavily
upon graphics, video, audio and some level of gamification.
Importantly, there are often custom simulations to aid in
learning acquisition, which could very well include 3D
components.
22. Do you know that games and
simulation let people learn by
playing ?
23.
24. Technologies are used to facilitate e-learning.
Most e-learning uses combinations of these techniques.
25.
26. Videos allow teachers to reach students who are visual learners and
tend to learn best by seeing the material rather than hearing or
reading about it .
27.
28. Blogs allow students and teachers to post their
thoughts, ideas, and comments on a website.
29. The development of webcams and webcasting has
facilitated the creation of virtual classrooms and Virtual
learning environment.
30. Interactive whiteboards similar in use to "smart board"
learning becomes interactive and engaging.
31. Screencasting is a recent trend in e-learning
The advantage of such tools is that it gives the presenter the
ability to show his ideas and flow of thoughts.
32.
33. IN EDUCATIONAL
SYSTEM:
Apply in preschool life.
Apply in public K12 schools.
For students who have some
medical issues
National private schools are
also available online
34. IN COMPANIES OR ORGANIZATIONS:
Used by various companies to inform and educate
both their employees and customers
IN PUBLIC HEALTH:
E-learning has been used to promote public health
services, with positive outcomes.
35. E-learning Supports the Organization’s
Goals:
Improved training costs
Decreased material costs
Increased productivity
Standardization.
36. E-learning Supports the Learner’s
Development:
Real-time access
Freedom to fail
Improved retention
Personalized learning
37. Making lessons more interesting and
interactive, using online learning platforms
It is also particularly effective for flipping the
classroom
38. Start With A Bang
Set Measurable Goals
Add Instructions
Keep The Content Conversational
Use Assessment
40. What is Gamification?
Gamification is visual storytelling, feedback, and visual
cues. It’s a trick for the learner to play a fun game that
results in retaining information
41. Increases user engagement
Influence behavior
Motivates participation
Help rebuild the culture into a learning machine
42.
43.
44.
45.
46.
47. Learning is one of those things that humans do
and must do on an everyday basis. We need to
bring learning to people instead of people to
learning.