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E-learning

E-learning is to classroom learning as cell phones are to a pay phone at the bus station.

At least it is in some ways. For instance, e-learning allows you to learn anywhere and usually at any time, as long as you have a properly configured computer. Cell phones allow you to communicate any time and usually anywhere, as long as you have a properly configured phone.

E-learning can be CD-ROM-based, Network-based, Intranet-based or Internet-based. It can include text, video, audio, animation and virtual environments. It can be a very rich learning experience that can even surpass the level of training you might experience in a crowded classroom. It's self-paced, hands-on learning.

The quality of the electronic-based training, as in every form of training, is in its content and its delivery. E-learning can suffer from many of the same pitfalls as classroom training, such as boring slides, monotonous speech, and little opportunity for interaction. The beauty of e-learning, however, is that new software allows the creation of very effectivelearning environments that can engulf you in the material.

Levels of e-learning
E-learning falls into four categories, from the very basic to the very advanced. The categories are:

  • Knowledge databases -- While not necessarily seen as actual training, these databases are the most basic form of e-learning. You've probably seen knowledge databases on software sites offering indexed explanations and guidance for software questions, along with step-by-step instructions for performing specific tasks. These are usually moderately interactive, meaning that you can either type in a key word or phrase to search the database, or make a selection from an alphabetical list.
  • Online support -- Online support is also a form of e-learning and functions in a similar manner to knowledge databases. Online support comes in the form of forums, chat rooms, online bulletin boards, e-mail, or live instant-messaging support. Slightly more interactive than knowledge databases, online support offers the opportunity for more specific questions and answers, as well as more immediate answers.
  • Asynchronous training -- This is e-learning in the more traditional sense of the word. It involves self-paced learning, either CD-ROM-based, Network-based, Intranet-based or Internet-based. It may include access to instructors through online bulletin boards, online discussion groups and e-mail. Or, it may be totally self-contained with links to reference materials in place of a live instructor.
  • Synchronous training -- Synchronous training is done in real-time with a live instructor facilitating the training. Everyone logs in at a set time and can communicate directly with the instructor and with each other. You can raise your cyber hand and even view the cyber whiteboard. It lasts for a set amount of time -- from a single session to several weeks, months or even years. This type of training usually takes place via Internet Web sites, audio- or video-conferencing, Internet telephony, or even two-way live broadcasts to students in a classroom.

 

Multimedia

Multimedia is simply multiple forms of media integrated together. Media can be text, graphics, audio, animation, video, data, etc. An example of multimedia is a web page on the topic of Mozart that has text regarding the composer along with an audio file of some of his music and can even include a video of his music being played in a hall.

Besides multiple types of media being integrated with one another, multimedia can also stand for interactive types of media such as video games CD ROMs that teach a foreign language, or an information Kiosk at a subway terminal. Other terms that are sometimes used for multimedia include hypermedia and rich media.

The term Multimedia is said to date back to 1965 and was used to describe a show by the Exploding Plastic Inevitable. The show included a performance that integrated music, cinema, special lighting and human performance. Today, the word multimedia is used quite frequently, from DVD's to CD ROMs to even a magazine that includes text and pictures.

 

Multimedia Applications
Multimedia has become a huge force in American culture, industry and education. Practically any type of information we receive can be categorized as multimedia, from television, to magazines, to web pages, to movies, multimedia is a tremendous force in both informing the American public and entertaining us.

Advertising is perhaps one of the biggest industry's that use multimedia to send their message to the masses. Where one type of media, let's say radio or text can be a great way to promote an item, using multimedia techniques can significantly make an item being advertised better received by the masses and in many cases with greater results.

Multimedia in Education has been extremely effective in teaching individuals a wide range of subjects. The human brain learns using many senses such as sight and hearing. While a lecture can be extremely informative, a lecture that integrates pictures or video images can help an individual learn and retain information much more effectively. Using interactive CD ROM's can be extremely effective in teaching students a wide variety of disciplines, most notably foreign language and music.

 

Multimedia and the Future
As technology progresses, so will multimedia. Today, there are plenty of new media technologies being used to create the complete multimedia experience. For instance, virtual reality integrates the sense of touch with video and audio media to immerse an individual into a virtual world. Other media technologies being developed include the sense of smell that can be transmitted via the Internet from one individual to another. Today's video games include bio feedback. In this instance, a shock or vibration is given to the game player when he or she crashes or gets killed in the game. In addition as computers increase their power new ways of integrating media will make the multimedia experience extremely intricate and exciting.

 

   
 
 
 
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