E-CONTENT DEVELOPMENT
INTRODUCTION
The content is the information that you want the
learner to acquire clearly his information has to be accurate and up-to-date.
The content should also be clearly referenced so that the learner is able to
check the source of the information. Start by identifying a small number of
reliable and up to date
WHAT IS E-CONTENT
Electronic content or
digital-content is defined by those involved in creating, providing and
distributing information as the digitized content, which is viewed on screen
and not on paper. Contents that are produced stored electronically rather than
in print are result of e-publishing. The rapid growth in the e-content development using web technology
and its ever increasing usage has given unprecedented opportunities to
educators to extend teaching material to students not only with in the four
walls of their classrooms but also in the comforts of their home all over the
globe. Indian government has taken a number of e-content developmental projects
under NME-ICT for the growth and development of the e-learning environment.
How to make content interesting
There are many ways of presenting information in an
interesting way. The key is to actively involve the learner – rather than just
“spoon feed” information. The following slides give 3 suggestions as to how to
present information in a way that engages the Remember that the learner information is probably already available in
a book or on a website. Incorrect go
beyond just presenting information. management is common and may result in the
failure. This aims to change learning tool. practice by increasing
understanding of the underlying principle.sources of information.
Major steps for making e-content easier
1. Introduce
course design and objectives.
Many of us view SMEs as demigods who are the experts
in their field and will have little to do with actual learners. Now SME are
experts and they have vast knowledge in their area of expertise. Without the
necessary facilitation on what the learning objectives are and what the
learners want to know – the SME will always lack direction as to how to present
the information. If the course design and objectives are shared in advance, the
SME can align his or her thoughts accordingly. This will reduce the
‘weeding-out’ exercise that often takes a lot of time as experts have a lot to
share but most of it cannot be included in the e-learning course.
2. Share
examples of good e-content.
Sharing examples of e-content with them will expose
them to the requirements of learning. This will help them align their thoughts
and let the right information flow. For instance, they can see for themselves
how scenarios work in e-learning and can suggest practical themes or scenarios
that can be used in the e-learning course.
It will help them visualize the final content better and if all goes
well, give suitable inputs for improving course design as well. All in all, if
guided well, SMEs could contribute more than just information for the
development of an e-learning course.
3. Ask
relevant questions.
SMEs are more often than not pressed for time and
have to take time out of their regular schedules to contribute in an e-course.
It is a good idea for developers to learn a bit about the topic before
approaching the SME as it will help know ‘what’ to ask and understand the
answers better. Once the list of questions is ready, sequence them as per the
design of the course. For the first round of questions, it is not wise to
restrict the SME into the confines of word-count as it is easier to cut-down
information than have too little information to work with. In further rounds,
as the questions get more direct, the SME can be given a rough word-count to
work with.
4. Utilize
formats that SMEs are familiar with.
Most SMEs work a lot on formats such as MS
PowerPoint or MS Word. These formats can quickly be transformed into SCORM
complaint e-learning using rapid authoring tools. So utilizing these formats is
a good idea when time is of the essence in e-learning development. Formats can
be created in PPT or Word for the SME to fill in. The chosen font or colors can
be shared with the SME to reduce development time further. The content can be
then edited and quickly transformed into e-content. Even if design and editing
takes some amount of time, the utilization of these formats at least ensures
that the content is already placed in a way that does not have to be worked
upon much.
5. Encourage
use of diagrams.
When explaining something, most SME use a lot of
diagrams to illustrate learning. Encourage SMEs to include diagrams in the
content – however basic in look or design. The look and design of the diagrams
can be fine-tuned and made to look better or made e-learning ‘friendly’ with
the use of tools like annotations and so on. Since the basic idea of the
diagram comes from the SME – it will be a good learning tool and will save
considerable time as developers do not have to create graphics from scratch –
only work on existing diagrams. It is use a recent review as the main source of
information.
How the e-content development encaging the learner
1 Present the information just as when the learner
has it might appear in a book or on a little or no existing website. Remember
to include good knowledge of the topic. images to make the information as
engaging as possible! Click here for an example of this “Show and test”
approach Then, re-enforce the learning by repetition by Use the answers as an
engage the learner in some opportunity to further re- interactive formative
enforce and extend the assessment learning .
2 Ask them to provide some appropriate if the
information “from scratch” learner already has and then compare their knowledge
of the answers with the correct topic and you aim to answers build on this
existing knowledge “Have a go” Set the level of difficulty so Click here to see
the that the learner performs same severe dehydration fairly well (gets about
60% in SAM example right). He/she is then encouraged to learn more presented in
this way (up to 100% correct) and continue with the module.
3 You present a “real life” learning which requires
scenario which mimics as the learner to apply their closely as possible the
existing knowledge to learner’s day-to-day work solve a problem .
These are only a few suggestions and there are many
different approaches. Do invent your own methods for presenting information in
an engaging way ! A few general comments on presenting information: Do not use
too many Think carefully about the different methods within a single module. To
avoid likely learning style of confusing the learner, allow your learners and
also them to become familiar with how best this particular just 2-3 different
methods in information might be your module presented. Remember that the aim
Although effective, “active” learning is quite of the module is for the tiring.
Including some learner to achieve the “spoonfeeding” of learning outcomes – not
information as well as to demonstrate your one or two more skills as a teacher!
Demanding methods is often best.
INTERNET
Internet is defined as a collection of various
services and resources. Although, many people still think e-mail and World Wide
Web as the principle constituents of Internet, there is a lot more in store
than e-mail, chat rooms, celebrity web sites and search engines. It has also
become the best business tool in the modern scenario. Today, Internet has
brought a globe in a single room. Right from getting news across the corner of
the world to accessing knowledge resources to shopping, everything is at your fingertips.
Internet has tremendous potential and a lot to offer in terms of services. The
Internet is a network of computer networks. It makes it possible for any
computer connected to it to send and receive data from any other computer
connected to it. America Online, Comcast, EarthLink, etc. are examples of
Internet service providers. They make it physically possible for you to send
and access data from the Internet. They allow you to send and receive data to
and from their computers or routers which are connected to the Internet.
BASIC SERVICES OF INTERNET
World Wide Web is an example of an information
protocol/service that can be used to send and receive information over the
Internet. It supports:
Multimedia Information (text, movies, pictures,
sound, programs . . . ).
Hypertext Information (information that contains
links to other information resources).
Graphic User Interface (so users can point and click
to request information instead of typing in text commands).
The World Wide Web is an example of an information
protocol/service that works using a Client/Server software design.
(Client/Server is an ADJECTIVE that describes the software, not a noun!) A
service that uses Client/Server design requires two pieces of software to work:
Client software which you use to request information, and Server software which
an Information Provider (like Fermilab or a museum) uses to answer requests and
provide their information. Most Internet information
Faster Communication
The foremost target of Internet has If you use the
Internet for online always been speedy communication banking, social networking
or other and it has excelled way beyond the services, you may risk a theft to
your expectations. Newer innovations are personal information such as name,
only going to make it faster and more address, credit card number etc.
Social Networking
The Internet has made life very Internet users are
often plagued by convenient. With numerous online virus attacks on their
systems. Virus services you can now perform all your programs are inconspicuous
and may transactions online. You can book get activated if you click a
seemingly tickets for a movie, transfer funds, pay harmless link. Computers
connected to utility bills, taxes etc., right from your the Internet are very
prone to targeted home.
Entertainment is another popular .reason Thanks to
the Internet, why many people prefer to surf meet on social networks. More and
the Internet. In fact, the Internet has more people are getting engulfed in
become quite successful in trapping the virtual world and drifting apart from
multifaceted entertainment industry. Their friends and family. The industry of
online gaming has tasted dramatic and phenomenal attention by game lovers
CONCLUSION
Although
eLearning modules are usually designed for study by an individual sitting at a
computer, most topics demand the extension of the learning to group activities.
Try to think of ways that the key messages acquired by the individual learner
might be passed-on to their peers. Provide the person who has completed your
module with some help in spreading the word Examples might be – providing a
case scenario for discussion at a team meeting – including a simple
questionnaire that captures information about current knowledge and practice
and identifies gaps – including a simple management protocol that could be
adapted and then printed-out and posted in the ward or treatment room. Please
remember that there are no right answers to eLearning. You should look at as
many other examples as you can, experiment and develop your own approaches.
The key to
success is to have a clear idea of the needs of your target audience, carefully
designed and clearly stated LOs and then an engaging module that allows the
learner to achieve the LOs with confidence.
REFERENCES
www.academia.edu/4597581/need
of-e-content develpoments-in-education.
submitted by
SARANYA P S
SOCIAL SCINCE
REG
NO:16914303028
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