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New eLearning methods of the 21st century

Introduction
Technology is changing the way we live, including the way we educate ourselves. With the rise of social media and new media, there is an increasing demand for eLearning which presents a vast amount of possibilities.
Cambridge Dictionary defines the term eLearning as “learning done by studying at home using computers and courses provided on the internet”. However, new eLearning systems have taken things to collaborative levels beyond stay-at-home learning in recent years.
In order to fully understand the potential of eLearning, one also has to take a look at the different tools being used and the emerging trends which will shape the future of both teaching and learning. In particular, this paper will take a look at the two eLearning trends MOOCs and educational games. Only after becoming familiar with these technologies and approaches can we explore the issue of whether ‘traditional’ teaching will become obsolete in the face of eLearning in the years to come.
CBT and MOOCs
Computer Based Trainig (short: CBT) is the most well-known eLearning approach and has been around for more than 20 years. It refers to offline training with media like CD-ROMs or DVDs as well as Web Based Training (WBT) which requires the user to be connected to the internet in order to download eLearning content. Computer Based Training includes all kinds of virtual learning approaches, for example audio-based courses (podcasts), educational games or learning communities. Especially the latter ones are promising training options with the potential of becoming the teaching methods of the 21st century.
MOOCs stands for Massive Open Online Courses, which describes free online courses and lectures with a large number of participants. They provide a great opportunity for educational institutions, enabling them to reach people of all ages, social and educational backgrounds. Using different Web 2.0 instruments, meaning dialogue-oriented methods, knowledge can be found and spread anywhere in the world. This allows an exchange not only between teachers and students, but also among students, and is also referred to as cMOOCs (connective Massive Open Online Courses).
While the 3 biggest MOOC providers in the USA (Udacity, Coursera and edX) reach more than 3 million students worldwide , open online course resources in Europe are still few. MOOCs may help higher educational institutions ensure quality in face of an increasing number of students. This could be an incentive for universities to explore the possibilities of eLearning. Among services like eLearning platforms such as moodle, the digitalization of higher education also opens the way for new forms of teaching such as virtual classrooms, which allow for a synchronous form of learning among students from all over the world. Some of the features of virtual classrooms include web conferences, interactive elements like blogs and quizzes or visualizations.

Gamification and educational games
The term Gamification describes the integration of game-like elements and processes into non-gaming systems, for example the concept of reward points, levels and statuses. These are all elements which were originally found in video games. This often means integrating game dynamics into a site, service, community, content or campaign, in order to drive participation.
Other education/game hybrids include Serious Games and Educational Games, which seek to simulate real-world problems or convey information in a playful manner. They have not been designed to simply entertain, but rather to inform or educate the player. The market for these eLearning approaches has grown immensely in recent years as they provide an opportunity for companies to engage customers and employees alike.
The immense popularity of app-based games on mobile devices also contributes to the increasing popularity of educational games: In 2012, almost three-quarters (72 %) of the top selling apps in the iTunes Store targeted preschool or elementary aged children.
Risks and advantages
MOOCs and virtual classrooms see the students not as individuals, but as part of a larger network. This network and the exchanges within may create opportunities to develop new ideas and cooperate with other students and teachers on an international level. Compared to traditional frontal teaching, virtual classrooms also allow more room for discussion and reflection.
One of the biggest advantages of online learning courses is the possibility to study anywhere at any time for free. In the age of internships and part-time jobs, many students embrace this kind of flexibility. Another group which may benefit are working mothers: eLearning allows them to fit education into their schedules and save tuition money. Online education is one reason why women’s enrollment in college has increased from six million to eleven million since 1980.
On the other hand, MOOCs are cost-and resource-intensive. Online courses require intensive moderation and coordination and technical support. The high drop-out rate of over 90 percent may be attributed to a lack of student support. Thus, a suitable training for teachers is recommended in order to ensure quality online courses.
Educational games are popular with both genders within any class of population. Especially people who grew up playing video games are an attractive target group. They provide a fun and motivating way to convey content and therefore also appeal to children. The unique opportunities afforded by touch screen mobile devices provide many interesting possibilities for developers of games targeted at toddlers and young children.
Still, there are limits to educational games when it comes to the amount of content which can be provided. Games may not be able to explore certain topics in enough depth and thus may not live up to what they promise. It may be difficult for consumers to judge the quality of a Serious Game before the purchase.

The future of learning? - Conclusion
The guidelines published by the HRK (Deutsche Hochschulrektorenkonferenz) and the Austrian University Conference describe MOOCs as a useful element of lifelong learning, but stress that they are to be seen as a support to current practices in higher education. However, while the supporting element of eLearning certainly is one of its strengths when it comes to enhancing lectures, the true challenge will be to recognize and seize its interactive capabilities.
Convenient and easy access to information, as provided by eLearning, does not provide an educational experience per se. What it comes down to, as in every form of teaching, is the quality of the content and the context. Establishing and presenting that context via digital media may provide a more entertaining and interactive experience, but personal contact to real persons is still crucial. A combination of online- and real life courses would therefore be the most beneficial option for students.
The same applies to educational games: Companies and developers have to keep the content and the “benefit” of playing a game in mind. Simply adding a game to an existing product will not be enough to keep the players’ interest. As with MOOCs, educational gaming provides the means to enhance existing content, but in order to stand out among the competition, interactivity and user experience are key factors for the success of these games.
Keeping these factors in mind, eLearning will continue to re-shape our educational system and help institutions and companies develop learning strategies that allow for an improved and more social learning experience. Approaches like MOOCs and educational games which engage the user are only two examples among many new and interesting learning approaches of the 21st century.

Bibliography
Cambridge Dictionary. “E-Learning.” Cambridge Online Dictionary, December 10, 2014.

Carly Shuler. iLearn II. An Analysis of the Education Category of Apple’s App Store, 2012. http://www.joanganzcooneycenter.org/wp-content/uploads/2012/01/ilearnii.pdf.

HRK. HRK-Positionspapier Zu MOOCs Im Kontext Der Digitalen Lehre, June 24, 2014. http://www.hrk.de/positionen/gesamtliste-beschluesse/position/convention/hrk-positionspapier-zu-moocs-im-kontext-der-digitalen-lehre/.

uniko. “Uniko Kriterien Und Leitsätze.” Uniko.ac.at, 2010. http://www.uniko.ac.at/wissenswertes/uniko_pedia/open_access/index.php?ID=6435. J. Alvarez, L. Michaud. Serious Games : Advergaming, Edugaming, Training..., 2008. http://www.ludoscience.com/EN/diffusion/284-Serious-Games--Advergaming-edugaming-training.html.

Johannes Breuer, Gary Bente. “Why so Serious? On the Relation of Serious Games and Learning,” 2010. http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol4no1-2/146.

U.S. Census Bureau. Higher Education – Institutions and Enrollment 1980 - 2006. Vol. Table 276, 2007. http://www.census.gov/compendia/statab/2011/tables/11s0274.pdf.

Yang et. al. “Turn On, Tune In, Drop Out”: Anticipating Student Dropouts in Massive Open Online Courses, n.d. http://lytics.stanford.edu/datadriveneducation/papers/yangetal.pdf.

--------------------------------------------
[ 1 ]. Cambridge Dictionary. “E-Learning.” Cambridge Online Dictionary, December 10, 2014.
[ 2 ]. uniko. “Uniko Kriterien Und Leitsätze.” Uniko.ac.at, 2010. http://www.uniko.ac.at/wissenswertes/uniko_pedia/open_access/index.php?ID=6435. [ 3 ]. J. Alvarez, L. Michaud. Serious Games : Advergaming, Edugaming, Training..., 2008. http://www.ludoscience.com/EN/diffusion/284-Serious-Games--Advergaming-edugaming-training.html.
[ 4 ]. Carly Shuler. iLearn II. An Analysis of the Education Category of Apple’s App Store, 2012. http://www.joanganzcooneycenter.org/wp-content/uploads/2012/01/ilearnii.pdf.
[ 5 ]. U.S. Census Bureau. Higher Education – Institutions and Enrollment 1980 - 2006. Vol. Table 276, 2007. http://www.census.gov/compendia/statab/2011/tables/11s0274.pdf.
[ 6 ]. Yang et. al. “Turn On, Tune In, Drop Out”: Anticipating Student Dropouts in Massive Open Online Courses, n.d. http://lytics.stanford.edu/datadriveneducation/papers/yangetal.pdf.
[ 7 ]. HRK. HRK-Positionspapier Zu MOOCs Im Kontext Der Digitalen Lehre, June 24, 2014. http://www.hrk.de/positionen/gesamtliste-beschluesse/position/convention/hrk-positionspapier-zu-moocs-im-kontext-der-digitalen-lehre/.

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...Online Vs. Traditional Education | James JohnsonCOM/155December 15, 2013 | Online Vs. Traditional Education Thesis statement Is online education equal to traditional education? Research shows that online learning is equal or better than traditional classroom experience. There has been a strong debate about online education and traditional on campus education, this essay will point out the facts about both online and traditional, on campus, teaching’s. Traditional Education A. The traditional education system relies on a style of learning intended to allow students to gain individual meaning and learning to the subject matter. Traditional education focuses on individual student’s needs and self-expression. Traditional education has a more hands-on approach that utilizes both the teacher’s intellectual values and skills as well as the students. B. Traditional schools have a more one-on-one intercourse between professor and student. 1. In a traditional school you can interact with students easier than if you were online. Living on campus lets you have a space to call your own. Online Education A. Students are given the opportunity to choose from various schools, programs and courses which are not available in the area where they live in. 1. Offers flexibility to students. Allows a more student-centered teaching approach. B. Getting an online education may help in ensuring that each lesson or material is completely understood before moving...

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E Learning

...INTERNET STUDIES SOCIAL E LEARNING BY : ID : TABLE OF CONTENTS Page# | Article . | 1 | Cover Page . | 2 | Table Of Contents . | 3 | Social E learning. | 4 | Introduction to internet and social E learning. | 5 | Applications used in social E learning . | 7 | Internet and traditional education practices . | 8 | Boundaries of internet applications in education . | 9 | What is information security ? | 10 | What are the methods of control in social E learning ? | 11 | What are the conclusion ? | 12 | References . | 13 | Appendixes . | Introduction to internet and social E learning. What is Internet ? The Internet is known to be as a global system of interconnected computers that are networked together and also  that uses the standard TCP/IP which is a protocol suite that works on serving millions and even billions of users throughout the world.  Internet is a network from the networks available that consists of huge amount of private, public, academic, business, and government networks, of local to global scope, that are linked by a broad array of electronic, wireless and optical networking technologies. The Internet is known to carry a very enormous range of information , resources and also services, as its famous examples : the inter-linked which is the HYPERTEXT documents of the world wide web famous by  (WWW) and the also to support emails. However ; people always do get mistaken about the point that the internet and the World...

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