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Showing posts with label application development. Show all posts
Showing posts with label application development. Show all posts

Monday, September 17, 2012

ID Role in E Learn

Hi, Welcome me back after a long time, as i got too busy with other works, i coudln' done any posts.


As you people are observed all these days many of the company's started E Learning. Because they get more money from e learning. It is a goldmine for the company's who are developing the e learning content.
Do you think how much money will come from a e learning module. let us compare:


If a software company started a Software applicaion depending upon the critical functionality the amount will be increase, so the vender will charge will be approximatly 15 L for one project. If it gonna worse maximum he can charge to the client about 20 L. The time will take approximatley 1.5 years to 2 years it will take to develop that application. The amount vender got from the client will be served to the project team members may be the profit will be about 5L.

Where as in a e learning, the amount will be calculated in terms of hours and the interactivity used. Suppose with 20% of the interactivity with 1 hour time period module will costs approximatley 2.5 L . This will depends on the quality also. The time will take to develop such module will be approximatley 250 work hours .

So comparing with the Software Application development and Elearning will differ like a earth to sky ratio.


In e learning

- Company will be getting more profit.
- Time for development will be less comparing with Application development.
- Manpower will be less.

The E learning will be based on the Content Development side frstly.

The ID (Instructional Design) will start the work like a team the team consists various depaertments like Content Writers, Graphic Designers, Programmers, Testers etc.,


The Structure goes like




The Instructional Design Team


Personnel involved in creating e-learning include instructional designers, graphic artists,
programming or authoring specialists, project managers, subject matter experts, quality
assurance personnel, a Webmaster or database specialist, and content/instructional writers.
Depending on the size and budget of an organization, a team could include one person or an
entire team of people. Often, this plays into an organization’s decision to use a custom content
developer, to build their own content, or to purchase commercial, off-the-shelf content. Below is a sampling of some of the main players on an instructional design team.

Instructional Designer
The instructional designer works either alone or with a team to design training that is based on
sound instructional design principles. The instructional designer determines objectives, activities, sequencing, and evaluation methods needed to meet the goal of the instruction – and for elearning – all within the capabilities of the online environment. He or she should have knowledge of media techniques, Web design, and authoring skills.

Subject Matter Expert (SME)

The subject matter expert is an expert in the subject that is being taught – where the content will come from. The SME provides and validates content and helps other team members identify training needs.



Graphic Artist/Designer
The graphic artist collaborates with instructional designers to provide interface design and good
Web usability. He or she creates page layouts, graphics, colors, and media to support the
instructional objectives.

Writer/Editor

This person writes and edits e-learning for Web delivery. He or she must understand Web page
layout, usability, and style guidelines.

Course Developer/Designer

This person works to develop e-learning using a variety of authoring tools. He or she makes the
conceptual link between course and Web design.

Project Manager

The project manager oversees all aspects of an e-learning project. He or she serves as the
primary contact point between all parties and is often responsible for developing timelines,
identifying risks, and keeping projects within scope and budget. The project manager must lead a diverse team through all stages of a project, keeping track of resources, documentation, and
deliverables. As you can imagine, the project manager must be organized, be flexible, and be a
good communicator.



How Long Does it Take to Create E-Learning?


There are no set measurements on how long it takes to create e-learning. It depends on the
content, resources available, level of interactivity, and capabilities of the developer. One source
says creating a one-hour e-learning course averages about 250 hours of development time.
Acceptable production times are approximately 8-12 weeks for one hour of training, 12-16 weeks for two hours of training, and 16-20 weeks for three hours of training (Codone, p.14). This is consistent with this author’s experience on an interactive course utilizing a team of people.
Bryan Chapman, chief learning strategist and consultant/researcher through alliance with
Brandon Hall Research, provides the following benchmarks:

Ratio Type of learning
34:1 Instructor-led training (ILT), including design, lesson plans, handouts, PowerPoint
slides, etc.
33:1 PowerPoint to e-learning conversion. Not sure why it takes less time then creating
ILT, but that’s what we discovered when surveying 200 companies about this
practice.

220:1 Standard e-learning, which includes presentation, audio, some video, test questions,
and 20 percent interactivity.

345:1 Time it takes for online learning publishers to design, create, test, and package thirdparty
courseware.

750:1 Simulations from scratch. Creating highly interactive content.



Source by : © Brandon Hall Research

Thursday, August 6, 2009

E Learnig 2.0 going high


One of the strongest, but least hyped, uses of web 2.0 technologies over the past couple of years has been e-learning.
We've covered this topic extensively on Read/WriteWeb - and so we're pleased to bring you this overview of e-learning 2.0, including the leading web apps and sites in this niche, and predictions for its future.
In August Steve O'Hear (now last100 editor) wrote an introduction to e-learning 2.0. He noted that teachers and students are embracing web technologies such as blogging and podcasting. Although not designed specifically for use in education, these tools are helping to make e-learning far more personal, social, and flexible.
According to Steve, the traditional approach to e-learning has been to employ the use of a Virtual Learning Environment (VLE), software that is often cumbersome and expensive - and which tends to be structured around courses, timetables, and testing [examples listed below]. That is an approach that is too often driven by the needs of the institution rather than the individual learner. In contrast, e-learning 2.0 (as coined by Stephen Downes) takes a 'small pieces, loosely joined' approach that combines the use of discrete but complementary tools and web services - such as blogs, wikis, and other social software - to support the creation of ad-hoc learning communities.
Examples of e-learning 2.0 apps and websites
edublogs.org and wikispaces.com are two examples of blog and wiki resources for e-learning. Steve's post includes many other examples of edu-blogging, podcasting, media sharing and social networks. There are some interesting web apps for students popping up, for example a collaborative note taking app called stu.dicio.us and the ReadWriteThink Printing Press - which enables users to create a newspaper, brochure, etc.

For an in-depth look at one of the leaders in this space, Steve profiled Elgg - a social network for education. This is an excellent example of how web 2.0 is shaping e-learning. Elgg is social networking software designed especially for education - built from the ground up to support learning.
Described by its founders as a 'learning landscape', Elgg provides each user with their own weblog, file repository (with podcasting capabilities), an online profile and an RSS reader. Additionally, all of a user's content can be tagged with keywords - so they can connect with other users with similar interests and create their own personal learning network. However, where Elgg differs from a regular weblog or a commercial social network (such as MySpace) is the degree of control each user is given over who can access their content. Each profile item, blog post, or uploaded file can be assigned its own access restrictions - from fully public, to only readable by a particular group or individual. Click here for an insightful interview with Elgg's founders.
Note that this type of e-learning social network is similar to "smart" social networks, in which you can put access controls around your personal details, so that only people you trust can see them. Facebook, imbee, Vox, and Multiply are all examples of smart social networks.
Another great example of an e-learning 2.0 app is ChinesePod, which we profiled in November. ChinesePod teaches Mandarin over the Web. It uses podcasting, RSS, blogging - and other Web 2 technologies - to teach Mandarin Chinese. The business model is surprisingly simple - subscriptions to language-learning materials. This complements the free offerings - basically, the Mandarin podcasts - very nicely. For example, if you want to dive into learning Mandarin straight away: select one of the episodes, plus you can participate in the discussions. The first level subscription is called 'Basic' and gets you a PDF transcript of the podcast. If you want get really serious about learning Mandarin, sign up to the premium subscription service and receive learning resources such as Review Materials and Lesson Plans.
The community aspect of ChinesePod shows what can be done with web 2.0 technologies in e-learning. Check out the Community page - which has a forum, wiki, blogs, photos, rss feeds. All the usual pieces, but each has a practical purpose. The wiki has extra links and information, the forum is well-used by users, the photos are lovely (of China), and there are a lot of great rss feeds to choose from.
Google, Microsoft, Apple, IBM - active in e-learning 2.0



What else is out there currently in Internet-based education software? Well for a start, the Internet BigCos all have products in the e-learning segment. Google offers the free Google Apps for Education (includes Gmail, Chat, Calendar, Page Creator, start page). Microsoft has a range of education products (including live.com hosting/email and potential groupware for education), and Apple offers free podcast hosting for education (iTunes U). IBM is also a player in the education sector.
Google seems to be particularly active in education, amongst the Internet companies. It has Google for Educators, described as "a platform of teaching resources". Also its Google Enterprise Professional program has at least one education provider - Blackboard become the first member of the program to focus primarily on educational institutions.
Not to mention that online office products can be used to enhance collaboration in an education setting. Google Docs & Spreadsheets for example. In effect, the BigCos are able to leverage their current product range and promote them to schools.



Collaborative E-learning Systems
As well as blogs and wikis, there is a class of e-learning 2.0 software that is more of a platform product. These are referred to as collaboration systems and examples are Elgg, Nuuvo and Digication. As Digication's Jeffrey Yan explained in January, e-learning 2.0 tools are often promoted by educators in a grassroots manner. Which when you consider the usual hierarchical academic setting, is an interesting trend. Jeff told R/WW there is a community of users who support these tools and "their approval/disapproval with features, functionality and direction can make or break a [e-learning] company."

As for the near future of collaborative systems, Jeff Yan says that blogs, wikis and podcasts will start to merge with more educationally focused systems in 2007.
Traditional Learning Management System (LMS)
Also known as Virtual Learning Environments (VLE), examples are Blackboard, Moodle and Sakai (the latter two are open source) As we hinted at above, the big commercial software like Blackboard is very 'old school' and doesn't have much focus on the community aspects of learning. They're expensive and are generally seen as clunky and difficult to use - not unlike traditional Content Management Systems in enterprises (Vignette, InterWoven, et al). They also have a lot of features that most teachers and students don't want or need.
However there are some newcomers that are interesting - call them LMS 2.0 perhaps ;-) As well as Digication and Nuvvo, there is Chalksite and haiku LMS.
Conclusion
As this article shows, there is a lot of web 2.0 activity in the e-learning space - including from the big Internet companies like Google and Apple. The current era of the Web is all about two-way communication, collaboration and 'read/write'; and the classroom is an ideal place to utilize these technologies. In the comments, tell us some of the e-learning apps or experiences you've encountered.

Source : www.readwriteweb.com