The virtual classroom:
> The intention of virtual classrooms is to extend the structure and services that accompany formal education programs from the campus or learning center to learners, wherever they are located.
> The virtual classroom is for learners who may be pursuing a distance education degree made up entirely of online lessons, and it may include campusbased courses, where students join in from a variety of on- and offcampus locations—in a real-time class session via the Internet.
Online learning:
> Increasingly, learning management systems are serving as the basis for building online programs where the education experience is entirely meditated through a digital interface.
Rapid eLearning:
> This is a direct response to eLearning products that made it hard for non-technical subject matter experts and learners to contribute and make use of multimedia learning content to the knowledge base.
> Rapid eLearning uses tools such as Adobe Captivate 2 and Adobe Presenter 6 to reduce the time it takes to produce rich, engaging Flash learning content, while allowing more non-technical contributors, including subject matter experts (SMEs) and students, to share their SCORM and AICC conformant Adobe Captivate learning objects as a stand-alone Flash movie or as an element of aultimedia portfolio that can be securely shared within an Adobe PDF document.
Mobile learning:
> Mobile learning builds on the availability of ubiquitous networks and portable digital devices, including laptop computers, PDAs, game consoles, MP3 players, and mobile phones, and it takes advantage of place-independent flexibility that comes from working away from the desktop.
> Mobile learning provides the opportunity to connect informal learning experiences that occur naturally throughout the day with formal learning experiences, such as those encountered in the virtual classroom model, using games or in online learning implementations. Common tools for producing mobile learning content include Flash rofessional, Flash Media Server, and Flash Lite.
> A business model is defined as the methods and techniques employed by a firm to generate revenue and sustain its position in the value chain .
> There are an increasing number of e-commerce business models as more businesses choose the path of electronic commerce (Lai and Wong, 2005; Drejer, 2004; Jaqueline 1999).
> Business models are very essential because they help in understanding the basics of specific businesses.
> Changes can be made, improvements can be observed, and results can be obtained using a business model by simulating various business scenarios.
> Business models can also be used a baseline for evaluating progress .
For more information:
http://metatime.blogspot.com/2005/03/varieties-of-elearning-experience.html
For more information:
http://metatime.blogspot.com/2005/03/varieties-of-elearning-experience.html