Searching for "learning systems"

learning and educational technology

Modern​ ​Learning:​ ​Re-Discovering​ ​the Transformative​ ​Promise​ ​of Educational​ ​Technology

By​ ​Steve​ ​Hargadon​ ​(​@stevehargadon​) Survey​ ​and​ ​Report:​ ​​modernlearning.com​​ ​|​

http://www.modernlearning.com/the-report.html

  • When do you believe technology enhances learning, and when do you believe
    it does not?
  • How has technology impacted your own learning?
  • Does your school, library, or organization have a specific learning philosophy that guides ed-tech purchases and implementation? If yes, what is that philosophy?
    More than 450 responses were received (those that agreed for their answers to be
    shared publicly can be seen at http://www.modernlearning.com).

For the purposes of this report, “educational technology” (often abbreviated as “ed tech”) is assumed to refer principally to the use of modern electronic computing and other high-tech, mostly Internet-enabled, devices and services in education.

Observation​ ​1​:​ ​There​ ​is​ ​general​ ​agreement​ ​that there​ ​are​ ​good​ ​and​ ​pedagogically-sound​ ​arguments  or​ ​the​ ​implementation​ ​and​ ​active​ ​use​ ​of​ ​ed​ ​tech; and​ ​that​ ​technology​ ​is​ ​changing,​ ​and​ ​will​ ​change, education​ ​for​ ​the​ ​better.

Observation​ ​2​:​ ​There​ ​is​ ​general​ ​agreement​ ​that technology​ ​is​ ​not​ ​always​ ​beneficial​ ​to​ ​teaching​ ​and learning.

When it becomes a distraction.
● When there is little or no preparation for it.
● When just used for testing / score tracking.
● When used for consuming and not creating, or just for rote learning.
● When “following the education trends: everyone else is doing it.”
● When the tech is “an end rather than means” (also stated as, ”when I don’t have a plan or learning goal…”). We found this very significant, and it is the focus of Observation 6.
● When there is a lack of guidance in how to effectively use new ed tech tools (“when there is no PD”). This is the focus of Observation 4.
● Finally, when it “gets in the way of real time talk / sharing.” Forgetting that the tech “cannot mentor, motivate, show beauty, interact fully, give quality attention, [or] contextualize.” Also: ”outcomes related to acquiring the skills and attitudes cannot be enhanced by technology.” As mentioned in the introduction, this would be missing the “human factor.” One respondent
captured this as follows: “3 reasons tech innovation fails: Misunderstanding Human Motivation, Human Learning, or Human Systems.”

Observation​ ​3​:​ ​The​ ​benefits​ ​of​ ​ed​ ​tech​ ​to​ ​educator learning​ ​are​ ​described​ ​much​ ​more​ ​positively,​ ​and much​ ​less​ ​ambiguously,​ ​than​ ​are​ ​the​ ​benefits​ ​to student​ ​learning.

  • reduced their isolation by helping them to connect with their peers;
    ● allowed them to feel part of larger educational movements;
    ● afforded them opportunities to become contributors.

Observation​ ​4​:​ ​There​ ​is​ ​a​ ​lack​ ​of​ ​good​ ​professional development​ ​for​ ​educational​ ​technology.

Observation​ ​5​:​ ​Educational​ ​technology​ ​is​ ​prone​ ​to grandiose​ ​promises.

Observation​ ​6​:​ ​Some​ ​significant​ ​percentage​ ​of educational​ ​technology​ ​purchases​ ​do​ ​not​ ​appear​ ​to have​ ​a​ ​pedagogical​ ​basis.

conclusions:

Networked information technology has rendered the words “teacher” and “student” more ambiguous. YouTube tutorials and social-media discussions, just to cite a couple of obvious examples, have made it abundantly clear that at any given moment anyone—regardless of age or background—can be a learner or a teacher, or even both at once.

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more on educational technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=education+technology

learning and work future

From the LinkedIn “Technology Using Professors”

“scalable learning”, the ability to rapidly adapt to new information and quickly deploy new skills to act upon it.

https://www.linkedin.com/groups/934617/934617-6308656108315648004

Future of Work: Learning To Manage Uncertainty

Published on

https://www.linkedin.com/pulse/learning-uncertainty-imperative-heather-mcgowan

longevity + change rates

4th industrial revolution

We need to recognize that as we leave the third and enter the fourth industrial revolution our systems of learning — that is, codifying knowledge into a curriculum, then transferring that pre-determined knowledge to accepting students so that they can become productive workers – can’t support a rapidly changing world where new knowledge is continuously created and new skills are required to capture opportunity. Deloitte’s John Hagel argues, and we agree, that workers and organizations must now strive for “scalable learning”, the ability to rapidly adapt to new information and quickly deploy new skills to act upon it.

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more on learning and instructions in this IMS blog

https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/
https://blog.stcloudstate.edu/ims/2014/01/05/what-is-the-difference-between-education-and-training/

https://blog.stcloudstate.edu/ims?s=instruction

elearning strategy

LinkedIn discussion from the group: Higher Education Teaching and Learning

https://www.linkedin.com/groups/2774663/2774663-6276441184563011585

Dr. Vijayender Nalla Rafiat A. I am visiting back to your post to share the insights from engaging students in an e-learning mode. You can review the post here:

https://www.linkedin.com/pulse/live-learning-ice-breaker-engaging-e-learners-dr-vijayender-nalla

While there has been significant attention to improving the key technology (that is the Learning Management Systems) the critical instructional design part (which forms the essence of creating the engagement) is in it’s early stages. Instructional design, the way we at Agribusiness Academy understand is made up of 2-elements: 1) quality of content (the storytelling style is what seems to work which should form the core focus area for the content expert to master); and 2) the manner in which this content is delivered (to the learner) to fulfill the learning objectives .

Live Learning initiative

  1. Pay significant attention to the design of the learning product.
  2. Expert as no more than a facilitator – Learner choices are critical in the process:
  3. Discuss the results
  4. Keep up the momentum for the entire duration
  5. Offer possibilities to seek help

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more on e-learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=elearning

next gen digital learning environment

Updating the Next Generation Digital Learning Environment for Better Student Learning Outcomes

a learning management system (LMS) is never the solution to every problem in education. Edtech is just one part of the whole learning ecosystem and student experience.

Therefore, the next generation digital learning environment (NGDLE), as envisioned by EDUCAUSE in 2015 …  Looking at the NGDLE requirements from an LMS perspective, I view the NGDLE as being about five areas: interoperability; personalization; analytics, advising, and learning assessment; collaboration; accessibility and universal design.

Interoperability

  • Content can easily be exchanged between systems.
  • Users are able to leverage the tools they love, including discipline-specific apps.
  • Learning data is available to trusted systems and people who need it.
  • The learning environment is “future proof” so that it can adapt and extend as the ecosystem evolves.

Personalization

  • The learning environment reflects individual preferences.
  • Departments, divisions, and institutions can be autonomous.
  • Instructors teach the way they want and are not constrained by the software design.
  • There are clear, individual learning paths.
  • Students have choice in activity, expression, and engagement.

Analytics, Advising, and Learning Assessment

  • Learning analytics helps to identify at-risk students, course progress, and adaptive learning pathways.
  • The learning environment enables integrated planning and assessment of student performance.
  • More data is made available, with greater context around the data.
  • The learning environment supports platform and data standards.

Collaboration

  • Individual spaces persist after courses and after graduation.
  • Learners are encouraged as creators and consumers.
  • Courses include public and private spaces.

Accessibility and Universal Design

  • Accessibility is part of the design of the learning experience.
  • The learning environment enables adaptive learning and supports different types of materials.
  • Learning design includes measurement rubrics and quality control.

The core analogy used in the NGDLE paper is that each component of the learning environment is a Lego brick:

  • The days of the LMS as a “walled garden” app that does everything is over.
  • Today many kinds of amazing learning and collaboration tools (Lego bricks) should be accessible to educators.
  • We have standards that let these tools (including an LMS) talk to each other. That is, all bricks share some properties that let them fit together.
  • Students and teachers sign in once to this “ecosystem of bricks.”
  • The bricks share results and data.
  • These bricks fit together; they can be interchanged and swapped at will, with confidence that the learning experience will continue uninterrupted.

Any “next-gen” attempt to completely rework the pedagogical model and introduce a “mash-up of whatever” to fulfil this model would fall victim to the same criticisms levied at the LMS today: there is too little time and training to expect faculty to figure out the nuances of implementation on their own.

The Lego metaphor works only if we’re talking about “old school” Lego design — bricks of two, three, and four-post pieces that neatly fit together. Modern edtech is a lot more like the modern Lego. There are wheels and rocket launchers and belts and all kinds of amazing pieces that work well with each other, but only when they are configured properly. A user cannot simply stick together different pieces and assume they will work harmoniously in creating an environment through which each student can be successful.

As the NGDLE paper states: “Despite the high percentages of LMS adoption, relatively few instructors use its more advanced features — just 41% of faculty surveyed report using the LMS ‘to promote interaction outside the classroom.'”

But this is what the next generation LMS is good at: being a central nervous system — or learning hub — through which a variety of learning activities and tools are used. This is also where the LMS needs to go: bringing together and making sense of all the amazing innovations happening around it. This is much harder to do, perhaps even impossible, if all the pieces involved are just bricks without anything to orchestrate them or to weave them together into a meaningful, personal experience for achieving well-defined learning outcomes.

  • Making a commitment to build easy, flexible, and smart technology
  • Working with colleges and universities to remove barriers to adopting new tools in the ecosystem
  • Standardizing the vetting of accessibility compliance (the Strategic Nonvisual Access Partner Program from the National Federation of the Blind is a great start)
  • Advancing standards for data exchange while protecting individual privacy
  • Building integrated components that work with the institutions using them — learning quickly about what is and is not working well and applying those lessons to the next generation of interoperability standards
  • Letting people use the tools they love [SIC] and providing more ways for nontechnical individuals (including students) to easily integrate new features into learning activities

My note: something just refused to be accepted at SCSU
Technologists are often very focused on the technology, but the reality is that the more deeply and closely we understand the pedagogy and the people in the institutions — students, faculty, instructional support staff, administrators — the better suited we are to actually making the tech work for them.

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Under the Hood of a Next Generation Digital Learning Environment in Progress

The challenge is that although 85 percent of faculty use a campus learning management system (LMS),1 a recent Blackboard report found that, out of 70,000 courses across 927 North American institutions, 53 percent of LMS usage was classified as supplemental(content-heavy, low interaction) and 24 percent as complementary (one-way communication via content/announcements/gradebook).2 Only 11 percent were characterized as social, 10 percent as evaluative (heavy use of assessment), and 2 percent as holistic (balanced use of all previous). Our FYE course required innovating beyond the supplemental course-level LMS to create a more holistic cohort-wide NGDLE in order to fully support the teaching, learning, and student success missions of the program.The key design goals for our NGDLE were to:

  • Create a common platform that could deliver a standard curriculum and achieve parity in all course sections using existing systems and tools and readily available content
  • Capture, store, and analyze any generated learner data to support learning assessment, continuous program improvement, and research
  • Develop reports and actionable analytics for administrators, advisors, instructors, and students

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more on LMS in this blog
https://blog.stcloudstate.edu/ims?s=LMS

more on learning outcomes in this IMS blog
https://blog.stcloudstate.edu/ims?s=learning+outcomes

K12 mobile learning

CoSN Survey: Mobile Learning Top Priority for K–12 IT Leaders

By Richard Chang 04/04/17

https://thejournal.com/articles/2017/04/04/cosn-survey-mobile-learning-top-priority-for-k12-it-leaders.aspx

Mobile learning is the top priority for K–12 IT leaders, according to the fifth annual K–12 IT Leadership Survey published by the Consortium for School Networking (CoSN).

It’s the first time mobile learning ranked as the highest priority in the survey. The No. 2 priority is broadband and network capacity, which ranked first last year, and the No. 3 priority is cybersecurity and privacy, with 62 percent of respondents rating them more important than last year.

  • Understaffing remains a key issue for technology departments in school systems.
  • Single sign-on (SSO) is the most implemented interoperability initiative
  • More than one-third of IT leaders expressed no interest in bring your own device (BYOD) initiatives, up from 20 percent in 2014.
  • Interest in open educational resources (OER) is high
  • Education technology experience is common among IT leaders
  • Strong academic backgrounds are also prevalent among IT leaders.
  • Lack of diversity continues to be an issue for school district technology leaders.

CoSN is a nonprofit association for school system technology leaders. To read or download the full IT leadership survey, visit this CoSN site.

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more on mobile learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=mobile+learning

digital learning

The Disruption of Digital Learning: Ten Things We Have Learned

Published on Featured in: Leadership & Management    https://www.linkedin.com/pulse/disruption-digital-learning-ten-things-we-have-learned-josh-bersin

meetings with Chief Learning Officers, talent management leaders, and vendors of next generation learning tools.

The corporate L&D industry is over $140 billion in size, and it crosses over into the $300 billion marketplace for college degrees, professional development, and secondary education around the world.

Digital Learning does not mean learning on your phone, it means “bringing learning to where employees are.” In other words, this new era is not only a shift in tools, it’s a shift toward employee-centric design. Shifting from “instructional design” to “experience design” and using design thinking are key here.

evolution of L&D The Evolution of Corporate Training

1) The traditional LMS is no longer the center of corporate learning, and it’s starting to go away.

LMS platforms were designed around the traditional content model, using a 17 year old standard called SCORM. SCORM is a technology developed in the 1980s, originally intended to help companies like track training records from their CD-ROM based training programs.

the paradigm that we built was focused on the idea of a “course catalog,” an artifact that makes sense for formal education, but no longer feels relevant for much of our learning today.

not saying the $4 billion LMS market is dead, but the center or action has moved (ie. their cheese has been moved). Today’s LMS is much more of a compliance management system, serving as a platform for record-keeping, and this function can now be replaced by new technologies.

We have come from a world of CD ROMs to online courseware (early 2000s) to an explosion of video and instructional content (YouTube and MOOCs in the last five years), to a new world of always-on, machine-curated content of all shapes and sizes. The LMS, which was largely architected in the early 2000s, simply has not kept up effectively.

2) The emergence of the X-API makes everything we do part of learning.

In the days of SCORM (the technology developed by Boeing in the 1980s to track CD Roms) we could only really track what you did in a traditional or e-learning course. Today all these other activities are trackable using the X-API (also called Tin Can or the Experience API). So just like Google and Facebook can track your activities on websites and your browser can track your clicks on your PC or phone, the X-API lets products like the learning record store keep track of all your digital activities at work.

Evolution of Learning Technology Standards

3) As content grows in volume, it is falling into two categories: micro-learning and macro-learning.

MicroLearning vs. MacroLearning
Understanding Macro vs. Micro Learning

4) Work Has Changed, Driving The Need for Continuous Learning

Why is all the micro learning content so important? Quite simply because the way we work has radically changed. We spend an inordinate amount of time looking for information at work, and we are constantly bombarded by distractions, messages, and emails.

The Overwhelmed Employee
Too Much Time Searching

sEmployees spend 1% of their time learning

5) Spaced Learning Has Arrived

If we consider the new world of content (micro and macro), how do we build an architecture that teaches people what to use when? Can we make it easier and avoid all this searching?

“spaced learning.”

Neurological research has proved that we don’t learn well through “binge education” like a course. We learn by being exposed to new skills and ideas over time, with spacing and questioning in between. Studies have shown that students who cram for final exams lose much of their memory within a few weeks, yet students who learn slowly with continuous reinforcement can capture skills and knowledge for decades.

Ebbinghaus forgetting curve

Spaced Learning: Repetition, Spacing, Questioning

6) A New Learning Architecture Has Emerged: With New Vendors To Consider

One of the keys to digital learning is building a new learning architecture. This means using the LMS as a “player” but not the “center,” and looking at a range of new tools and systems to bring content together.
The New Learning Landscape

On the upper left is a relatively new breed of vendors, including companies like Degreed, EdCast, Pathgather, Jam, Fuse, and others, that serve as “learning experience” platforms. They aggregate, curate, and add intelligence to content, without specifically storing content or authoring in any way. In a sense they develop a “learning experience,” and they are all modeled after magazine-like interfaces that enables users to browse, read, consume, and rate content.

The second category the “program experience platforms” or “learning delivery systems.” These companies, which include vendors like NovoEd, EdX, Intrepid, Everwise, and many others (including many LMS vendors), help you build a traditional learning “program” in an open and easy way. They offer pathways, chapters, social features, and features for assessment, scoring, and instructor interaction. While many of these features belong in an LMS, these systems are built in a modern cloud architecture, and they are effective for programs like sales training, executive development, onboarding, and more. In many ways you can consider them “open MOOC platforms” that let you build your own MOOCs.

The third category at the top I call “micro-learning platforms” or “adaptive learning platforms.” These are systems that operate more like intelligent, learning-centric content management systems that help you take lots of content, arrange it into micro-learning pathways and programs, and serve it up to learners at just the right time. Qstream, for example, has focused initially on sales training – and clients tell me it is useful at using spaced learning to help sales people stay up to speed (they are also entering the market for management development). Axonify is a fast-growing vendor that serves many markets, including safety training and compliance training, where people are reminded of important practices on a regular basis, and learning is assessed and tracked. Vendors in this category, again, offer LMS-like functionality, but in a way that tends to be far more useful and modern than traditional LMS systems. And I expect many others to enter this space.

Perhaps the most exciting part of tools today is the growth of AI and machine-learning systems, as well as the huge potential for virtual reality.

A Digital Learning Architecture

7) Traditional Coaching, Training, and Culture of Learning Has Not Gone Away

The importance of culture and management

8) A New Business Model for Learning

he days of spending millions of dollars on learning platforms is starting to come to an end. We do have to make strategic decisions about what vendors to select, but given the rapid and immature state of the market, I would warn against spending too much money on any one vendor at a time. The market has yet to shake out, and many of these vendors could go out of business, be acquired, or simply become irrelevant in 3-5 years.

9) The Impact of Microsoft, Google, Facebook, and Slack Is Coming

The newest versions of Microsoft Teams, Google Hangouts and Google Drive, Workplace by Facebook, Slack, and other enterprise IT products now give employees the opportunity to share content, view videos, and find context-relevant documents in the flow of their daily work.

We can imagine that Microsoft’s acquisition of LinkedIn will result in some integration of Lynda.com content in the flow of work. (Imagine if you are trying to build a spreadsheet and a relevant Lynda course opens up). This is an example of “delivering learning to where people are.”

New work environments will be learning environments

10) A new set of skills and capabilities in L&D

It’s no longer enough to consider yourself a “trainer” or “instructional designer” by career. While instructional design continues to play a role, we now need L&D to focus on “experience design,” “design thinking,” the development of “employee journey maps,” and much more experimental, data-driven, solutions in the flow of work.

lmost all the companies are now teaching themselves design thinking, they are using MVP (minimal viable product) approaches to new solutions, and they are focusing on understanding and addressing the “employee experience,” rather than just injecting new training programs into the company.
New Capabilities Needed

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more on elearning in this IMS blog
https://blog.stcloudstate.edu/ims?s=elearning

International Journal of Mobile and Blended Learning

International Journal of Mobile and Blended Learning (IJMBL)

An Official Publication of the Information Resources Management Association and the International Association for Mobile Learning
Editor-in-Chief: David Parsons (The Mind Lab by Unitec, New Zealand)
Published Quarterly. Est. 2009.
ISSN: 1941-8647|EISSN: 1941-8655|DOI: 10.4018/IJMBL

Description

The International Journal of Mobile and Blended Learning (IJMBL) provides a forum for researchers in this field to share their knowledge and experience of combining e-learning and m-learning with other educational resources. Providing researchers, practitioners, and academicians with insight into a wide range of topics such as knowledge sharing, mobile games for learning, collaborative learning, and e-learning, this journal contains useful articles for those seeking to learn, analyze, improve, and apply technologies in mobile and blended learning. The journal spans theoretical, technical, and pedagogical issues in mobile and blended learning. These embrace comprehensive or critical reviews of the current literature, relevant technologies and applications, and important contextual issues such as privacy, security, adaptivity, and resource constraints.

Topics Covered

  • Comprehensive or critical reviews of the current literature
  • Evaluation of mobile or blended learning in practice
  • Future of mobile or blended learning
  • Knowledge Sharing
  • Learner interaction/collaborative learning
  • Mobile games for learning
  • Mobile or blended learning applications
  • Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
  • Pedagogical and/or philosophical underpinnings of mobile or blended learning
  • Privacy and security issues
  • Related research in learning, including e-learning and pedagogical approaches
  • Resource constraints in the delivery of mobile or blended learning
  • Reviews of the application of mobile or blended learning in multiple contexts
  • Role of Wikis, blogs, podcasts, messaging, other online tools, and Web 2.0 components in learning delivery
  • Roles of mobile, pervasive, and immersive technologies in education
  • Technologies that directly or indirectly support mobile or blended learning systems (devices, networks, tools etc.)
  • Theoretical approaches to mobile or blended learning solutions
  • Use of mobile or blended learning in professional environments

Mission

The primary mission of the International Journal of Mobile and Blended Learning (IJMBL) is to provide comprehensive coverage and understanding of the role of innovative learning theory and practice in an increasingly mobile and pervasive technological environment. As technology enables a more seamless experience of device supported learning worlds that may integrate mobile, embedded, augmented, and immersive technologies, we may expect to see increasing interest and activity in blended approaches to learning. IJMBL brings together researchers at the forefront of this field, in both technology and pedagogical practice and assists them in the development and dissemination of new approaches to both mobile and blended learning.

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More on mobile and blended learning in this IMS blog:
https://blog.stcloudstate.edu/ims?s=mobile+learning
https://blog.stcloudstate.edu/ims?s=blended+learning

International Journal of Game-Based Learning

International Journal of Game-Based Learning (IJGBL)

Editor-in-Chief: Patrick Felicia (Waterford Institute of Technology, Ireland)
Published Quarterly. Est. 2011.
ISSN: 2155-6849|EISSN: 2155-6857|DOI: 10.4018/IJGBL

Description

The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.

Topics Covered

  • Adaptive games design for Game-Based Learning
  • Design of educational games for people with disabilities
  • Educational video games and learning management systems
  • Game design models and design patterns for Game-Based Learning
  • Instructional design for Game-Based Learning
  • Integration and deployment of video games in the classroom
  • Intelligent tutoring systems and Game-Based Learning
  • Learning by designing and developing video games
  • Learning styles, behaviors and personalities in educational video games
  • Mobile development and augmented reality for Game-Based Learning
  • Motivation, audio and emotions in educational video games
  • Role of instructors
  • Virtual worlds and Game-Based Learning

Mission

The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

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more on gaming and gamification in this IMS blog:
https://blog.stcloudstate.edu/ims?s=gaming+and+gamification

elearning market in decline

Global E-Learning Market in Steep Decline, Report Says

By Richard Chang

https://campustechnology.com/articles/2016/09/01/global-elearning-market-in-steep-decline.aspx

a recent report released by Ambient Insight Research, a Washington state-based market research firm.

Revenues for self-paced e-learning in 2016 are heavily concentrated in two countries — the United States and China. The growth rate in the U.S. is at -5.3 percent, representing a $4.9 billion drop in revenues by 2021, while in China, the rate is at -8.8 percent, representing a $1.9 billion drop by 2021. The e-learning market in China has deteriorated rapidly in just the last 18 months, the report said.

  • Of the 122 countries tracked by Ambient Insight, 15 have growth rates for self-paced e-learning over 15 percent during the next five years. These countries are heavily concentrated in Asia and Africa, with the two outliers being Slovakia and Lithuania.
  • Eleven of the top 15 growth countries will generate less than $20 million by 2021. Of the top 15, Slovakia and Lithuania are anticipated to generate the highest revenues for self-paced products by 2021, at $55.4 million and $36.5 million, respectively.
  • The growth rates are negative in every region except Africa, where the growth is flat at 0.9 percent. The steepest declines are in Asia and Latin America at -11.7 percent and -10.8 percent, respectively. The economic meltdowns in Brazil and Venezuela are major inhibitors in Latin America.
  • There are 77 countries with flat-to-negative growth rates. The countries with the lowest growth rates are Yemen (-18.7 percent), Brazil (-19.8 percent), Qatar (-23.5 percent) and Venezuela (-26.8 percent).

Self-paced e-learning products include online courses, managed education services, managed training, e-books and learning management systems, according to the report. The author does not consider mobile and game-based learning, which are growing, to be in the self-paced e-learning category.

The news on the self-paced e-learning industry is so bad, Ambient Insight will no longer publish commercial syndicated reports on the industry, the firm says on its website and in the report.

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more on elearning in this IMS blog

https://blog.stcloudstate.edu/ims?s=elearning

online learning lingo

Proportion of Content

Delivered Online

Type of Course

Typical Description

0%

Traditional

Classroom-based teaching with assignments and activities which students pursue independently of each other.

1 to 29%

Web Facilitated

Web resources and technologies are used to facilitate what is essentially a face-to-face course. May use webpages and course management systems (CMS) to post syllabuses, readings and assignments.

30-79%

Blended / Hybrid

Course blends online and face-to-face delivery. Substantial parts of the content are delivered online and discussions, team projects and activities and web safaris are used for learning. The number of face-to-face sessions is decreased as the volume of online activity increases.

80+%

Online

A course where all, or almost all, of the content is delivered online with no or a very small number of face-to-face meetings.
  • Synchronous learning
  • Asynchronous learning

Flipped Classroom

Competency-Based Learning

open learning
Flexible learning (badges)

Gamification

Immersive Learning Environments

Adaptive Learning and Assessment

Systems
Simulation
Immersive Tutoring

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Glossary of Online Learning Terms http://theelearningcoach.com/resources/online-learning-glossary-of-terms/

E-Learning Terms
http://www.bpcc.edu/educationaltechnology/glossary.html

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