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E-Learning Presentation

Transcript: Objetives of Elearning E-learning (or eLearning) is the use of electronic educational Technology In Learning and teaching. Admin Joint training is a teaching process that combines online learning with classroom training. A new educational challenge Set of learning activities supported in technology, and are accessible anytime, anywhere. Cost effectiveness ERD Types of Elearning Analysis Phase Trainee Time Plan Database Log in Rate videos Add videos to playlist Comment on videos Take quiz The E-learning process does not need more investment - This process is beneficial both for personal and group learning - -In this situation by following the e-learning process these institutions can save their money significantly. Log In Trainee manage Quiz Comment Courses Back-End SQL SERVER Nonfunctional requirement Implementation Introduction Functional requirements Nonfunctional requirement Introduction Time Plane Types of E-learning Objectives Implementation Requirements Analysis Tools Design Accessibility Trainer - The e-learning websites offers advance media support to their e-learners - Flexibility of using these applications in different context is another key feature of e-learning modules It is the e-learning transferred to mobile devices we use every day: mobile phones, tablets, ... TOOLS The technological breakthrough opens the possibility of innovation in education, online teaching is regarded as an educational strategy, which is based on the inclusion of ICT to support academic activities, precisely this factor constant updating which enables the use technological tools in the teaching process. b-learning u-learning Fatma Gamal - Zenab Goda Yasmeen Anees - Esraa Mohammed Asmaa Al Adl Visitor - These e-learning websites not only offer different courses but also offer test engines to test the learner’s knowledge - These test engines are full with all types of questions, which can help the learner to assess his/her own ability - The E-learning process saves the time of learner - There are lots of short term courses offered from the E-learning companies - The learner has also the flexibility to design the required course according own requirement Rich media support objetivo objetivo Non-functional requirements define the overall qualities or Attributes of the resulting system like: 1- Accessibility 2- Portability 3- Modifiability 4- Usability 5- Flexibility 6- Efficiency Dreamweaver SQL Server Smart Draw MS Project MS Word Prezi Watch courses online View Trainer profiles Register Design Test Engine Dr. Hessien Rady Eng. Ahmed Osman Schema Front-End Functional requirements Use Case Behavioral requirements describing all the cases where the system uses the functional requirements are captured in use cases. HTML CSS Java Script Time Saving ASP.NET Log In Courses categories Trainer manage Trainee manage Agenda m-learning Flexible study schedule, adapting to the possibilities and needs of students Requirements

E - Learning Presentation

Transcript: - Learning should take place in authentic and real-world environments... - Learning should involve social negotiation and mediation... - Content and skills should be made relevant to the learner... - Content and skills should be understood within the framework of the learner’s prior knowledge... - Students should be assessed formatively, serving to inform future learning experiences... - Students should be encouraged to become self-regulatory, self-mediated, and self-aware... - Teachers serve primarily as guides and facilitators of learning, not instructors... - Teachers should provide for and encourage multiple perspectives and representations of content.” Cons Problems and solutions implementing Trello Pros Doolittle and Camp Areas I would like to develop I use a wide range of platforms to promote learning in the classroom 8 principles that provide the essence of constructivist pedagogy Source of support I could access Students are bombarded with almost too many sources of information which are accessed via the internet, this can lead to procrastination. It would be helpful for me and the students to consolidate useful resources. Prezi Kahoot Power Point Youtube Vimeo Ted talks Google I like these because they can encourage and improve self motivation and independent learning. According to Doolittle and Camp having multiple representations of content is good practice. E - Learning Presentation Ask peers in the group what VLE software is avaliable and evaluate the pros and cons. - - Students have more control - It promotes student-centered learning and collaboration - Lessons and content are more accessible -Each student has a ILP page on their pro monitor profile where they set termly subject and literacy and numeracy targets: Nice to spend one on one time with the student Students rarely make targets SMART and can easily forget them throughout the term - Interactive white boards are in every classroom: requires reliable equiptment - my projector has been broken all term How does Cadbury promote blended learning through the use of technology Personal strengths in using technology specifically for teaching and learning - 'Flipped learning' is a model being used by the performing arts department Cadbury uses Moodle Students are not familiar with the software Need wifi in classroom Students don't want homework on their phone Students run out of mobile data - It relies on preparation and trust - Students need access to multi-media technology at home - Does not suit all students - very different approach to what they are used to. Moodle Drop box Trello Google Classroom

e learning presentation

Transcript: Nearpod Quizlet Edmodo Prezzi INTRODUCTION The design and use of an Interactive platform used within Employability Skills Level 1 Course. All students are adults with limited knowledge of IT equipment and have no access to the internet at home. Steven Smith Artefact E-Learning Evaluation Activities are important to engage learners Differentiation - Using a Range of skills to learn Learn new skills - Digital Immigrants Prensky (2001) Fun! What Application To Use? The Artifact The Artefact Design of the activities Easiness of platform Learners subject Has learning took place ? Activities Nearpod Activities Facilitating Barriers and issues * Flat Ipads! * No Chargers * No Laptops * Poor Wifi Facilitating Barriers * Knowledge of how to use the ipad Digital Visitors White and Le Cornu (2011) * Logging into the platform application Digital Natives and Immigrants Prensky (2001) * Time Constraints * Number of learners Issues Experienced Feedback " I enjoyed our notes appearing on the projector screen" " I would like to use this more in class" " To practice more to improve my interview skills" " I did not get a chance to go back and correct my answers" Feedback From Learners Learners were engaged in the activities Positive verbal and written feedback Able to assess learning in the classroom via the instant results in the activities Gave opportunities to use technology Enabled higher level activity by freeing the teacher from lecturing and concentrating on the learner. Hill (2008) Did the Artefact work? More learners to enable deeper evaluation and participation Better design of quiz questions Larger fonts to be used TPACK Learning Koehler and Mishra (2006) Digital visitors to Digital Residents White and Le Cornu (2011) Next time... Any Questions????

e-Learning Presentation

Transcript: Phase 1 (continued) e-Learning at Severn Vale School Platforms and Infrastructure My vision for e-learning at Severn Vale School is: - to maximise the learning experiences and personal development of all our students to ensure that no child is left behind. - to enhance the learning and teaching experience of all subjects while still retaining key characteristics. - to increase and improve learning time, contact and feedback through the use of e-learning (e.g. flipped classrooms, instant feedback, anytime anywhere learning) - to increase teacher effectiveness so that administrative workflows are streamlined allowing more time to prioritise learning and teaching while ensuring that no colleague is left behind. - Ongoing VLE training - Presentation platforms (Powerpoint to Prezi) - Maximising YouTube in the classroom: - Creating screencasts and use of Video Demos [e.g. walking-talking mocks] (created by teachers AND by students) - Effective use of social media to support students (twitter / blogging dos and don'ts) - Open Source software (e.g. Google Docs) - Online Quizzes and Surveys (Socrative / Survey Monkey) - Capturing and celebrating creativity (pinterest, flicker, YouTube, Soundcloud) - Collaborative learning tools (google docs, VLE, DropBox) - Peripherals in the classroom (Digital Cameras, Video, Visualisers, IAWB) - Understanding mobile devices (tablet, hybrid-laptop, iPad, mobile phone) This needs to be in place before BYOD / 1:1 VLE explored and underpinned with a good level of staff and student confidence and usage both within the classroom and beyond. SIP targets shared and supported by DL Team / CPD teams. An established DL team which supports staff and drives e-learning through testing, pilot and research lesson study. Increased level of staff confidence and use of Digital Learning tools within the classroom. Decision made regarding BYOD or 1:1 or blend. Beyond 2016-17 Outcomes from 2015 - 2016 - Continuance as a SIP priority and CPD focus. - Roll out of mobile device solutions in the classroom. - Analysis of impact and next stage planning and development (dependent on emerging technologies...). - e-Learning sessions for parents (speaking your child's language). - Deeper exploration of e-Pedagogy. microtesting networked learning communities / peer to peer learning gaming technology - e-Learning will need to be a supported SIP focus driven top down. - Initial CPD / PLT sessions which are fun and interactive for staff delivered by DL Team: Phase 1 VLE - Needs to be fit for purpose, have multi-platform accessibility, interactivity, and become central to classroom teaching as well as taking the classroom beyond the school walls. - its learning: - frog education: - firefly: - google classroom: We are moving ever deeper into a digital age where communication, expectation and identity are changing at a rapid pace. We can not predict where technology, commerce, education, culture and society will be in ten years time. We need to ensure that our own provision is in keeping with and developing life long learning skills for our students to flourish as part of the digital global village. A Vision for e-Learning Priorities and Pedagogy

E-Learning Presentation

Transcript: E-Learning Predictions By: Samantha Godino MOOCs MOOC MOOC is an acronym that stands for Massive Open Online Courses Define the technology Define or describe in detail the technology Mooc's allow for FREE online courses available for anyone to enroll. This technology allows for the use of traditional course materials such as filmed lectures, course reading, and student interactive courses. It also allows for immediate feedback from professors on questions, quizzes, and assignments. It all started in September of 2002 when MIT (Massachusetts Institute of Technology) created dozens of free MIT courses available online and at free of charge (Rollins, 2018). Current use in education Describe its Current Use for Education People who use this technology usually have at least a bachelor's degree, employed full time, and come from developed countries. According to Harvard Business Review, in 2015 over 25 million people from around the world have enrolled in MOOC's. Some of these platforms are Coursera and EdX (Chen et. al., 2017). According to Harvard Business Review, 52% of people surveyed report a primary goal of improving current jobs or help finding a new job. Some examples of this are getting a raise, finding a new job, starting a new business, etc (Chen et al., 2017). Career Builder As for educational benefits, people want to learn something new! People from developing countries are more likely to be education seekers as are people with lower socioeconomic status (Chen et al., 2017). Educational Benefits There is a very positive future for this technology in education. This technology allows people to learn more information about topics that may interest them. It opens up a new door for free education. Students are able to readily access their grades. Professors are able to give exams that can get results back fast and efficient. Collaboration between peers will also be have a positive impact on this technologies future. Students will be able to work with others in order to expand their knowledge. People are given an opportunity to expand their knowledge or to learn information that they do not already know. This technology will help increase education for all people. The Future of this Technology Virtual Reality (also known as Immersive Multimedia) Virtual Reality Virtual Reality is a computer-simulated environment that can stimulate experiences in the real-world. It can also simulate an imaginary world. It can help recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. This type of technology can either be displayed on a computer screen or an overhead device that has speakers or headphones (Virtual Reality (VR), n.d.). Define or describe in detail the technology Define the technology One way that virtual reality is being used for education purposes is by allowing for collaboration between peers. Students are able to play against each other using this technology in educational games or activities. In addition to this, game-based learning is a way for children to work collaboratively while also learning. Students are also getting to know how technology is evolving and using their prior knowledge to start using these materials. Currently, this type of technology is being used to encourage students to use this interactive technology (10 Ways Virtual Reality is Already Being Used in Education, 2017). Describe its current use for educational purposes. Current use in education The future of this technology is very bright in education. This type of technology is fun for students and includes activities that will make them want to learn. Virtual reality can bring language immersion into schools. They are able to listen and speak languages that they do not speak everyday. This is also cheaper than going to another country. It can also provide opportunities to go on "virtual field trips" to places that may not be physically available to go to. This type of technology allows for a hands-on approach to education that students are able to use and learn from. If used correctly by teachers, this technology will help increase worldly learning for all. The Future of this Technology Micro-credentials (Badges and certificates) Micro-Crudentials Micro-credentials are digital representations of educational achievements. These represent the completion of requirements set by the organization issuing the credentials. Micro-credentials are awarded for smaller learning or mastery of skills. They are not as large as a diploma but assess smaller educational completions. Many of these credentials are set forth by organizations to increase the knowledge of their workers on certain areas (Micro-credentials, n.d.). Define or describe in detail the technology. Define the Technology Currently in education, micro-credentials are used for credit in specific skills. Many companies will make their workers do these to increase their knowledge in certain skill areas. These can be posted to Linkedin or as part of

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