Showing posts with label LMS. Show all posts
Showing posts with label LMS. Show all posts

Monday, July 2, 2012

THREE DYNAMIC REASONS EXHIBITING THE IMPORTANCE OF E-LEARNING

Lots of e-learning courses have come up recently. These courses give valuable options to the students and professionals to get higher education and build a bright future. In this article; we look at the reasons exhibiting the importance of e-learning.


Technological advancement has made the entire globe a tiny place where we live in. We are already seeing the impact of globalization in education. Students are no longer restrained to classroom education. They can now learn at their own pace and time. E-learningcourses are not restricted to education but they are also beneficial for corporate trainings and businesses. These courses have been created with specific e-learning solutions like Learning Management System (LMS). A good LMS includes various collaborative e-learning tools that provide speedy, effective interactions and creates a synchronized learning mechanism for the trainers and learners.

Let us now look at the various reasons which exhibit the importance of e-learning:


1. Increasing demand for higher education: Education has become a key criterion for career expansion. We have already seen increasing demand of professionals for higher education; and distance learning has become a boon for these executives. With the help of selected e-learning courses, students and executives can now pursue professional courses online with greater ease. Professors and trainers can also conduct virtual classrooms and online trainings in a better way.

2. For better information dissemination: E-learning is extremely important medium for better information dissemination. It also makes learning more complete and well structured.

3. Easy to learn and take tests at your own convenience: With the advantage of global classroom environment, students can now learn at their own pace and convenience. They can even choose courses as per their interests and take standardized tests to evaluate their grip on the subjects.

E-learning courses provide tremendous opportunities to professionals as they can now aim for higher positions by opting for online courses. These courses also provide a basic outline of the topics which gives students an opportunity to revise the topics thoroughly, and prepare for the exams. A proficient e-learning course provider will always try to create courses according to the needs of the target audience. It is also very important to consider end goals that you would like to achieve to get maximum results from the courses.

About emPower


emPower  is a leading provider of comprehensive Healthcare Compliance Solutions through Learning Management System (LMS). Its mission is to provide innovative security solutions to enable compliance with applicable laws and regulations and maximize business performance. empower provides range of courses to manage compliance required by regulatory bodies such as OSHA, HIPAA, Joint commission and Red Flag Rule etc. Apart from this emPower also offers custom demos and tutorials for your website, business process management and software implementation.

Its Learning Management system (LMS) allows students to retrieve all the courses 24/7/365 by accessing the portal. emPower e-learning training program is an interactive mode of learning that guides students to progress at their own pace.

For additional information, please visit http://www.empowerbpo.com.

Media Contact (emPower)
Jason Gaya
marketing@empowerbpo.com

emPower
12806 Townepark Way
Louisville, KY 40243-2311
Ph: 502 -400-9374
http://www.empowerbpo.com
http://www.empowerlms.com

Monday, December 26, 2011

Making Education Fun Through Game-Based Learning

Proponents say the nascent technology already is transforming the educational experience. Here’s how.

Like a lot of teachers, Lucas Gillispie had no problem with the textbook material he taught to his high school students. His biggest challenge during his seven years in the classroom was connecting with the teenagers in his classes.

His solution, it turned out, was right in front of him. Or, rather, on his own computer. “Video games were always a point of connection between me and my students,” Gillispie explains. “It was an easy topic of conversation — the spark that got things started for me at school.”

So when the game-loving teacher became the instructional technology coordinator for Pender County (N.C.) Schools three years ago, linking his two worlds in the curriculum seemed like a no-brainer. “I started looking at game-based learning [GBL] research,” he says, “and for ways to leverage video games in the classroom.” The district had already integrated technology, including interactive whiteboards, in its 16 schools, so energizing the elearning process via gaming wasn’t that radical an idea.

By May 2009, Gillispie was seeking buy-in from his district’s manage­ment team to give 15 Cape Fear Middle School ­students a chance to get ­together after school and play World of Warcraft (WOW), a massively multiplayer online role-playing game (MMORPG) with more than 10 million ­subscribers. The idea was to link the game to things the ­students already were learning in their language arts classes. For example, one teacher related one of the students’ “quests” to The Hobbit, which they were reading and writing about in class. The team “understood the goal to reach disaffected kids,” he recalls. “They said, ‘We don’t ­understand the gaming jargon, but the focus is good for kids. Go for it.’ ”

Together with teachers and the school’s principal at the time, Edith Skipper, Gillispie identified students to invite and launched the program in fall 2009. Participants linked in to the game using school computers and quickly strengthened their language and problem-solving skills.

“We saw amazing things,” Gillispie says. “We had kids who increased their attendance and ­actually wanted to go to school so they wouldn’t miss the club [meeting]. We had kids with social communication issues improve through the program. The kids owned this project, and we encouraged them to set the direction.”

The program was so successful that at the end of the school year, the principal suggested expanding its reach. “She would come observe the students playing WOW and was amazed” by their enthusiasm, he says. “These were students who used to ‘check out’ in the classroom. She asked what we needed to do to take this to the next level and make it a part of the regular school day for more students.”

That summer, Gillispie and teacher Craig Lawson developed a curriculum to incorporate the game into eighth-grade language arts, reading and writing lessons at Cape Fear. Today, students play WOW every day.

Gillispie says the results have been just as remarkable, with ­students showing demonstrable ­improvement in these subject areas and in their leadership, teamwork, communications and citizenship skills. “I call it ninja teaching,” he explains. “Kids are learning, but they don’t realize they’re learning.”

97% Percentage of American children ages 12 to 17 who play video games SOURCE: Pew Internet & American Life Project


Embracing Gaming

Schools around the world are introducing computer-based GBL in the classroom, and for good reason: It’s a great way to engage students with something they participate in by choice during their downtime. “It’s a growing trend all across education,” says Larry Johnson, Ph.D., CEO of the New Media Consortium, which spearheads the annual Horizon Report: K–12 Edition. (In both 2010 and 2011, the report identified GBL as an emerging technology that will impact teaching and learning in the next two to three years.)

“Games are really ­effective for ­increasing the engagement level of lots of people,” Johnson explains. “We’re no longer ­thinking of games as something only kids do — we’re in our third generation of people who have grown up with these games.”

Quest to Learn, a New York City public school that’s based on the principles of game ­design and integration in the classroom, is one such example. “Each trimester, in each class, students are given a mission — a complex problem they can’t solve at that time,” Co-Director Arana Shapiro says of the 3-year-old school’s ­unconventional learning model, in which students play games to introduce and reinforce skills.

The designed quests that students embark upon are very sequenced, Shapiro continues, with each one giving them “a piece of information they need to solve the complex ­problem. Students ‘level up’ only ­after they complete each quest.”

The approach mirrors how many video games work, and is a natural way for educators to think, set and achieve goals for students who have grown up playing on their computers.

“The idea of play in learning has been around for a long time,” Shapiro says. “For some reason, it ends after early elementary school. What we’ve seen is that [GBL keeps] kids much more engaged than traditional ­learning. The ­content is the same; it’s a different vehicle to get them to the same place, and they get there with a deeper understanding.”

It’s not always easy, though. “We get push-back from people who think game play is too challenging or see it as entertainment, not education,” says Atsusi “2c” Hirumi, Ph.D., co-chair of the Instructional Design and Technology program at the University of Central Florida. “They worry that students may focus too much time on figuring out how to play and beat the game, rather than the educational content.”

But play is an ­important method for learning, Hirumi adds. “We play with objects and ­concepts to see how they work. If we mess up, it typically doesn’t hold serious ­consequences. Making failure fun is an ­important part of games and should also play a role in learning.”

There are other obstacles, though. One is cost: Game subscriptions are expensive. Teachers who don’t under­stand the technology’s learning benefits also can hinder its expansion.

Game On

Yet, GBL proponents remain hopeful about its future. Gillispie hopes to extend the curriculum he developed for Pender County middle schoolers to Heide Trask Senior High School, one of the district’s four high schools, this semester.

To maximize the benefits, gaming “needs to be embedded in everything we do,” he says. In Pender County, for example, students finish their quests and then journal about them during the school day. The teachers then grade or edit the journals and incorporate their comments into grammar and writing lessons.

“It’s fascinating to hear the kids excited about this,” Gillispie continues. “We have kids asking teachers if they’re going to take time over the weekend to put the next level up for them. We have kids logging in on Friday nights to finish their quests.”

Every once in a while, Gillispie is floored by the impact his efforts have had on students. “Our assistant superintendent recently got a phone call from one of our parents,” he says. “I thought the jig was up, ­because he said she had some ­concerns. But the concern was that her child is moving up to the high school next year and won’t have this program. She wanted to know what was going to keep him anchored and passionate about school. It broke my heart.”



Defining “Good” in Gaming

Acccording to research summarized by the Science Education Resource Center at Carleton College, the best educational games share these five qualities:

  1. Continuous challenge: The game must present ­challenges that lead to other challenges to keep ­students hooked and moving forward.
  2. Interesting story line: This livens up the competition and makes players more motivated to succeed.
  3. Flexibility: Offering multiple ways to achieve each goal lets students work out their own strategies.
  4. Immediate, useful rewards: At the end of each ­challenge, successful players should be rewarded with new capabilities, a new area to explore or a new task. Such benefits are “surprisingly motivating,” experts say.
  5. Combining fun and realism: Good games incorporate fantasy with realistic qualities to keep kids engaged and thinking.
This article was originally posted at http://www.edtechmagazine.com/k12/article/2011/12/making-education-fun-through-game-based-learning

Monday, November 7, 2011

iPads Used for Special Needs Students in California [California County Uses iPads to Help Teach Special Students]

Apple has always campaigned for the iPad to be and education device as much as it is a media device. Since its inception, schools and other education institutions have purchased the tablet for its students and educators alike. And more and more educations apps have come out as time went by. Now, a county in California revealed that it’s been using the iPad to help special needs students learn better.
Some special needs students have difficulties talking, for example, and the iPad is used so they can communication. The schools are able to afford the slates thanks to grants from the Dedication to Special Education organization. But even if the iPads are quite pricey, the special needs educators are actually saving by opting to use it — Dynavox, a technology used for special students, cost $8,000, whereas the iPad is around $500 only.
The organization will purchase and distribute as much as 80 iPads to special schools this year, in hopes of helping more students who need it.
This article was originally posted at  http://nexus404.com

Saturday, March 26, 2011

Apple’s iPad: Is it a perfect e-learning tool?

Apple’s iPad has been a pathbreaker of sorts in the technological field. They were many naysayers during its launch regarding its utility, but I suppose the tremendous success of the product have shut up their mouths. The craze and euphoria has not died yet, and with the launch of iPad 2, the buzz is getting stronger. And the all-important question comes to the fore: can the iPad serve as an ideal classroom teaching device?


I strongly feel that iPad will have a part to do. It is sure to displace one-to-many teaching pedagogies in favor of interactive one-to-one studying and learning and will encourage much more participation from students.


To drive home my point about the iPad will have a role in online education for children, here is some news. It has been seen by many that those children who haven’t learned to read or write or even operate a mouse are able to operate the iPad with tremendous speed. According to an article published in  Ad Age in June 2010, “How the iPad Became Child’s Play – and Learning Tool,” there were many toddlers as who were as many as 18 months old only who were trying to provoke interaction from TV sets and PC monitors as if they were touch screens like that of the iPad. This indicates clearly that the next generation will find it very easy to respond well and interact with the intuitive device.


In another study related to e-book reading, a survey result released by Student Monitor revealed that out of 1200 college students who were participants in the survey and interested in e-readers, more than 46% of them opted for iPad as the preferred e-reader rather than 38% of them who favored Amazon’s Kindle. This indicates that iPad is known among the adolescents to be much more conducive and intuitive than the Kindle.

Educators today are stressing on the need for contextual learning and user participation. Digital whiteboards have failed to encourage interactivity, and is also less on computing power. The laptop is comparatively bulky too and can be problematic to handle sometimes. The iPad then serves to be the perfect device for comfortable online learning and acts as a useful tool for referencing, collaborating, and content creation. The best part is that of the choice for personalized content for students.


Some of the kinks are there: it does not support web pages which have Flash, it does not have a telephone, it does not have a camera and it also does not have USB slots or memory card slots although there is support for dongles. These limitations are somewhat deterrent for its use but once there are updates to the device, I don’t really see a problem for the iPad to be used as a e-learning device!

About emPower

emPower  is a leading provider of comprehensive Healthcare Compliance Solutions through Learning Management System (LMS). Its mission is to provide innovative security solutions to enable compliance with applicable laws and regulations and maximize business performance. empower provides range of courses to manage compliance required by regulatory bodies such as OSHA, HIPAA, Joint commission and Red Flag Rule etc. Apart from this emPower also offers custom demos and tutorials for your website, business process management and software implementation.

Its Learning Management system (LMS) allows students to retrieve all the courses 24/7/365 by accessing the portal. emPower e-learning training program is an interactive mode of learning that guides students to progress at their own pace.

For additional information, please visit http://www.empowerbpo.com .


Media Contact (emPower)
Jason Gaya
marketing@empowerbpo.com
emPower
12806 Townepark Way
Louisville, KY 40243-2311
Ph: 502 -400-9374
http://www.empowerbpo.com
http://www.dragonelearning.com