Kamis, 17 September 2009

Effects of e-learning

"Organizations understand that investment in workplace learning and performance is key to a highly skilled workforce," said Tony Bingham, president and CEO of the ASTD.

Business investment in the technologies of online learning are paying by cost savings and efficiencies that e-learning reaches a high level of complexity.

A good example

Cisco Systems has created a new training program called E-Service Training (EST), which makes the most of the potential of the Internet and technology. The objective of EST is to ensure that field engineers are ready to repair and maintain new products once they are released for consumers. Due to the rapid deployment of new products, the growing number of products, and location of consumers, the training of all Fès in time becomes very complicated.

E-service training program has changed the behavior of people who created the training and those who receive them. Training were used for developers to use an orderly process of creating a training class. In the development of e-learning function of the content, the trainer had to learn to create materials for a range of file formats other than PowerPoint. Devices such as HTML editors, image editors, and multimedia applications are now incorporated in the toolkit for trainers. Educators realize that the development of content, it is not just slides, but also the creation of a training that is interesting, education and entertainment.

The TSE is a model of maturity and is widely accepted by the engineer organizations. The program of the East is not fixed. Developers to consider the training needs of the audience to work for changes and additions to the program. Recently active online assessment modules of the E-lab were added. Again, monitoring and measurement tools have been trained so that the success of the SI can be followed, and to obtain an overview of areas that require upgrading.

Undoubtedly, the EST program reduces time to market services, improves developer productivity, minimizes costs for developers and learners, and improves the confidence of genius. The result is increased value and satisfaction for consumers. Reduction program costs of training in the East (excluding human resources) of more than 80 percent, while the number of developers to create, should be reduced by 35 per cent. the number of training courses which were delivered increased by 60 percent. Expenditures for the society of the infrastructure (hardware, software, etc.) was less than U.S. $ 10,000.

The future

According to Karl Kapp, Assistant Director, Institute for Interactive Technologies and Professor of Instructional Technology, Bloomsburg University, United States --

"Gadgets, games, gadgets and fix the e-learning landscape in 2007. On the one hand, organizations seek to develop e-learning with an eye toward 3D environments using Second Life and other platforms forms available. On the other hand, a growing number of quick and easy games, so-called casual games, will be developed to teach facts and concepts to employees that are used for entertainment and education. Mobile will finally begin to be used for mission critical learning such as preparing for sales calls and troubleshooting large machinery. Web-based tools used by individuals such as social bookmarks, RSS feeds, blogs, wikis and avatars will be increasingly in academic and business community. "

This view is shared by many industry experts, who believe that the generation of the game is more effective teamwork, decision making and to take calculated risks. Who are all the qualities necessary for successful leadership.
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