The document discusses a presentation on mobile eLearning and the changing landscape of education. Key points include a vision for student-centric learning, how ubiquitous wireless access and mobile devices are enabling learning anywhere anytime, and how this is transforming education from a teacher-centric model to one focused on student needs through collaborative and personalized learning. Initiatives of the eLearning Consortium to support this transition are also outlined.
16. Translation
• Kill Less Trees
• Searchable
• Light, read anywhere
• Multimedia
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17. Translation
• Kill Less Trees
• Searchable
• Light, read anywhere
• Multimedia
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18. Transformation
• Collaborative Learning
• Learn anywhere
• Learning to Learn
• Training Future Leaders
• vs Training Professional
• Student Centric learning
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32. Changing Landscape
• Unlimited Knowledge
• New User Experience
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33. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
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34. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
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35. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
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36. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
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37. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
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38. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
• Changing role of the Educator x Learner
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39. Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
• Changing role of the Educator x Learner
• Changing model for the Publishers
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43. Learning anywhere
anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
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44. Learning anywhere
anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
• the Rise of the Content Consumption devices / Tablets
• Breakthru in User Experience
• Breakthru in Battery and Power Management
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45. Learning anywhere
anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
• the Rise of the Content Consumption devices / Tablets
• Breakthru in User Experience
• Breakthru in Battery and Power Management
• the Rise of Cloud Computing
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52. eLC
Initiatives 2011-12
• Education 2.x conferences
• Exhibitions and Marketplace
• Pilots
• Consumer education
• thru Publications and web 2.0
• Digital Inclusion Projects
• Enabling Tech:
• Mobile App Platforms
• Cloud based computing
• Play and Learn
• Social Media
• The Production of eLearning
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55. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
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56. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
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57. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
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58. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
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59. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
• 400+ individual entities
• Traditional Publishers
• New Media Publishers
• Educators
• Parents and Consumers
• Vendors
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60. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
• 400+ individual entities
• Traditional Publishers
• New Media Publishers
• Educators
• Parents and Consumers
• Vendors
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61. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
• 400+ individual entities
• Traditional Publishers
• New Media Publishers
• Educators
• Parents and Consumers
• Vendors
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62. eLC
Organization
• Core Members
• Education and Publish
• Platform
• Network and Mobile
• 400+ individual entities
• Traditional Publishers
• New Media Publishers
• Educators
• Parents and Consumers
• Vendors
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63. eLC Education 2.x
Conferences
• Sept 2010, International Perspective
• Dec 2010, Mobile Advanced Technology
• Feb 2011, Play and Learn
• June 2011, eLearning Case Sharing
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65. Exhibitions and
Marketplace
• Working with EdMall
• Help to make B2C marketplace
develop
• Encourage publishers adoption,
competition
• Exhibition?
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66. Exhibitions and
Marketplace
• Working with EdMall
• Help to make B2C marketplace
develop
• Encourage publishers adoption,
competition
• Exhibition?
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67. Exhibitions and
Marketplace
• Working with EdMall
• Help to make B2C marketplace
develop
• Encourage publishers adoption,
competition
• Exhibition?
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68. Exhibitions and
Marketplace
• Working with EdMall
• Help to make B2C marketplace
develop
• Encourage publishers adoption,
competition
• Exhibition?
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69. Exhibitions and
Marketplace
• Working with EdMall
• Help to make B2C marketplace
develop
• Encourage publishers adoption,
competition
• Exhibition?
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72. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
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73. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
2. Champion Consumer Value
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74. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
2. Champion Consumer Value
3. Encourage Fair Competition
& Collaboration
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75. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
2. Champion Consumer Value
3. Encourage Fair Competition
& Collaboration
4. Promote Choice
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76. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
2. Champion Consumer Value
3. Encourage Fair Competition
& Collaboration
4. Promote Choice
5. Encourage Innovation
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77. eLearning Consortium
Core Values
Biz models and Society
1. Open Business model
2. Champion Consumer Value
3. Encourage Fair Competition
& Collaboration
4. Promote Choice
5. Encourage Innovation
6. Sustainability
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81. eLC
Core Values
Society
1. Learner Empowerment
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82. eLC
Core Values
Society
1. Learner Empowerment
2. Consumer Empowerment
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83. eLC
Core Values
Society
1. Learner Empowerment
2. Consumer Empowerment
3. Knowledge Society
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84. eLC
Core Values
Society
1. Learner Empowerment
2. Consumer Empowerment
3. Knowledge Society
4. Bridging the Digital Gap
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85. eLC
Core Values
Technology
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86. eLC
Core Values
Technology
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87. eLC
Core Values
Technology
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88. eLC
Core Values
Technology
1. User Engagement Centric
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89. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
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90. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
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91. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
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92. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
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93. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
6. Learn Anywhere, Anytime
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94. eLC
Core Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
6. Learn Anywhere, Anytime
7. Affordability
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120. Apps = Innovation
1 Billion downloads in 10 months
Fastest growing software market in the world
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121. Cloud based Learning
• Learn Anytime! Anywhere!
• Always updated
• Always in sync
• Encourage Collabration
• Student Profile exchange
• less support cost and more device
choices
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