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E-Learning: Emerging Trends by V P Rajini Reddy, PGPMAX 2013

E-learning is transfer of skills and knowledge through computer or other mobile devices and network-enabled medium. E-learning applications and processes include web-based learning, computer-based learning, virtual education opportunities and digital collaboration. Content is delivered via the Internet, intranet or extranet, audio or video tape, satellite TV, and CD-ROM. It can be self-paced or instructor-led and includes media in the form of text, image, animation, streaming video and audio.

Opportunities & Trends

E-learning is making a huge impact in the way knowledge is imparted. On the whole, focus is shifting from listening, memorizing & reproducing to experiential and interactive learning.
The worldwide e-learning industry is estimated to be worth over 48 billion USD according to conservative estimates. The industry, experts predict, will increasingly move towards mobile devices in 2013. Developments in internet and multimedia technologies are the basic enabler of e-learning, with consulting, content, technologies, services and support being identified as the five key sectors of the e-learning industry.

The main applications of e-learning are in K-12 schools, Higher education and Corporate Training.


K-12 schools:

Globally, e-learning in the K-12 segment has reached record levels, thanks to tablets, laptops, social networking, and other e-Learning technologies which have made their debut in the classrooms. This has triggered interactive multimedia learning such as read-aloud books, social learning, personalized learning, learning management systems and Game based learning.

Universities & Institutes of Higher learning:

This segment has seen increased activity in the recent past. There has been an annual growth of 12–14% in enrollments for online learning over the past few years and the number is increasing with every year. Research suggests that in 2009, 44% of post-secondary students in the USA were taking some or all of their courses online, and projected that this figure would rise to 81% by 2014. Thus, it can be seen that E-learning is moving rapidly from classroom to online education. Many higher education for-profit institutions now offer open and paid on-line courses through sites like Coursera, Udemy, Kahn’s Academy, Venture Lab (Stanford), EDX Online (Harvard & MIT) to mention a few.

Corporate Learning Solutions:

When it comes to corporate learning solutions, e-learning specifically contributes to increasing revenue, reducing costs and increasing efficiencies by means of developing employees’ competency. E-Learning is reaching new level with a heavy emphasis on motivating learners, engagement, interactivity, instructor-led videos, feedback, knowledge check-points, reinforcement of learning and hands-on learning. Training such as basic awareness, process, policies, skill and knowledge oriented trainings can be standardized and provided to all employees across geographically scattered locations, where employees work in different shifts around the clock. E-learning will be able to minimize time and cost without compromising on the quality of the training globally.

E-Assessments and Evaluations: 
E-Learning also adopts performance-based assessment, summative and formative feedback methods to assess student learning in the online classroom. There has been a lot of research in e-assessment area where peer assessments are set to be as accurate as a faculty assessment when backed with strong structured assessment rubric. Many MOOCs such as Coursera, Venture-Lab, etc. have researched on this and perfected e-assessments methodology. Even competitive examinations like GRE, GMAT, etc. have moved away from the traditional Paper-pen format to E-Assessments this is because it is easy to generate mass evaluation data and analytics.

On-Line Support:

Manuals, Instructions and Standard Operating procedures can be made into e-Learning modules which can be easily accessed through cloud. For example, a product user manual for a hand-held device can be converted into an e-learning module and the user will be provided an access to this learning module. E-learning also promotes Just-in-Time learning where an information on a specific area like for example, Mobile Phone Firmware Updating for a specific mobile model can be learned with a help of an  interactive e-learning module.

Collaboration technologies have also helped in overcoming the absence of face-to-face human intervention which was possibly the one drawback of e-learning. Integration of ‘Gamification’ and ‘Social Learning’ has helped in enhancing digital learning. Gartner predicts that by 2014, 70% of the Fortune 2000 companies will have at least one ‘Gamified’ application. Gartner’s analysts suggest that while the current success of Gamification is largely driven by the novelty and hype surrounding it, at the same time Gamification is positioned to become a highly significant trend over the next five years. Organizations are also looking at various benefits that can be derived out of ‘Social Learning’. The majority of organizations worldwide will be migrating to Web 2.0 technologies in the next few years.

About the Author

Ms. V P Rajini Reddy is the MD of Exemplarr Worldwide and belongs to PGPMAX Class of 2013. She founded Exemplarr in 1999 as an ITeS company, offering Document management services. Exemplarr later expanded into e-publishing, digital publishing (e-books for various devices) in various languages namely English, Spanish, Portuguese, Arabic etc., catering to global education publishing companies. EWL worked on the e-learning requirements for these educational publishers, which later translated into Exemplarr developing expertise in the areas of digital learning and mobility solutions (Mobile Application Development and Mobile Learning). Exemplarr is headquartered in Chennai and employs 400+ people.