'Tech Trends' Category

Why the Kindle Won’t Have a Dramatic Impact on College Course Materials for at least Five Years (Part 1 — College Textbook Publishers)

 (This article was published previously on sixslides.com, and is the first in a series of articles on the subject posted there. My sixslides site also features daily research clippings and commentary, weekly video posts, and stories and commentary in our unique Six Slides format.)

Introduction

Kindle e-book readerThere has been significant buzz over the last few days about Amazon’s announced plans to create a special version of its Kindle e-book reader of the college market. This article is the first in a series that explains why a Kindle reader for the college market will not have a significant impact on the price of textbooks or course materials for at least five years. The author is a former teacher and administrator at a large public university, a former author and employee for multiple major textbook publishing companies, a parent to two college students, and the lead product designer for a proprietary online e-book platform built and sold by an educational software company.

This first installment in the series addresses textbook publishers and their business models, and discusses why that model will be a hindrance to the rapid integration of the Kindle reader into the college textbook market. There are four primary features of the current textbook business model that will deter this integration:

  1. Content development costs and profit margins
  2. Royalty rates
  3. Sales models
  4. Product feature demands

The article concludes with a brief assessment of variables that must change in order to change the proposed prediction timeline.

College Textbook Publishers
Understanding the College Textbook Business — How Sausage Gets Made

With the many articles written about textbook prices of late, there have appeared a number of general statements about the textbook publishing industry. These include claims that publishers profit at the expense of their authors, that publishers create unnecessary new editions of existing textbooks in order to drive the sale of new textbooks, and that publishers inflate artificially the prices of their textbooks simply to add to their profit.

There is no doubt that major textbook publishers are big business. The college textbook market represents between $5 billion and $6 billion and the the last 18 months have seen the sale of two major publishers (Houghton Mifflin College and Thomson Learning) for $750 million and $7.75 billion respectively. The overall consolidation of the college textbook market has left four primary players (listed in order of size and market share): Pearson, Cengage Learning, McGraw-Hill, and Wiley. While each of these companies has different strategies and discipline emphases, their business models are largely identical. An understanding of their business model is critical to appreciating why they will not be quick to adopt the Kindle reader is a primary distributor for their content.

First, it’s important to understand how these companies operate and how they make money. If you take a look at any of the major college textbook publisher Web sites, you’ll see that they have hundreds (even thousands) of textbooks in their catalog. These books range from small niche titles for low-enrollment upper division courses to major tomes targeting high-enrollment General Education courses. The lower selling textbooks are often referred to as “B” or “C” titles while the high-volume sellers are often called “AAA” titles. As you probably suspected, textbook publishers make more money on AAA titles because they sell more of them. Of course, they also have a much higher investment in each one as well. This amount of investment for C title may be $20,000-$40,000 while the investment for a bestselling AAA title can range between $400,000 and $1,000,000.

The average life-of-edition (LOE) for a college textbook is three years. When publishers talk about the profitability of a textbook they measure it in terms of its profitability over its LOE. The first year of a print textbook’s edition life will necessarily represent its highest sales and revenue potential since subsequent years will see the sale of new textbooks eroded by the presence of used textbooks (from which the publishers receive no revenue). As an example, a AAA title in Spanish might have first-year sales of 30,000, second-year sales of 12,000, and third year sales of 3,000. Textbook publishers often try to develop special second or third year selling strategies for popular AAA titles by introducing new ancillaries that are be sold in bundles with new textbook copies.

A key point about textbooks and editions is that there is only one time when a publisher can guarantee the sale of only new books — in the first year of a new edition. Subsequent editions will have new textbooks without a used book market for that edition, but they will lose sales to used books from previous editions. This is why textbook publishers must constantly sign authors to create new textbooks. In fact, this is one of the most important jobs of an acquisitions editor or publisher. New textbook projects mean new first editions and higher profitability. They also serve as insurance against aging titles in a portfolio.

In a gross simplification, discipline publishers or editors are like franchise owners who “borrow” money from the central organization to cover the development, operating, and sales costs related to a book. The central organization approves these “loans” on a per-book basis and based on common profitability models that have developed over the last three decades. As a rule of thumb, the sales of a textbook should ideally be eight to ten times the development and sales costs over the LOE (this is called the sales-to-plate or sales-to-plant ratio). As an example, a popular title with development costs of $500,000 should generate $5,000,000 over its three-year LOE. This profit formula takes into consideration manufacturing costs, operational overhead and, most important, author royalties. Author royalties on a college textbook typically range anywhere from 8%-20%.

At regular budget meetings, publishers and editors make the case for each textbook they want to produce by providing projected costs and sales figures. In order to provide incentive for the best cost management and sales performance, these projections form a good portion of the bonus plan for these same employees.

Within this context, e-books are budgeted as a small percentage of the overall budget. From the textbook publisher’s perspective the development costs are identical whether the content is being flowed into a print textbook or an e-book. This is because textbook publishers make most of their revenue of print textbooks and, consequently, most of the content development strategy is formulated around those print textbooks. E-books are simply “add-ons” or extra products that can be viewed as a by product of the core print development process.

Dollar SignUnderstanding the College Textbook Business — How Sausage Gets Sold

Textbook publishers, it must be remembered, are not actually large, homogeneous or single-cell organizations. Rather, they are a series of franchises and operating units held together by central manufacturing processes and pricing, and revenue goals. In the textbook publishing world, editorial teams sign authors and create products. Through multiple justifications after the signing, they are finally able to secure the actual budget for a project and put it into production.

Once a textbook is nearing readiness for sale, the editors and publishers must then convince the sales staff that they can make money selling the book. A typical sales representative will have multiple AAA titles for each discipline and will be covering several large disciplines. Their catalogs are big and their book bags heavy. They make the most money on large adoptions of first-edition AAA titles and are necessarily motivated to spend more of their time selling those. These sales representatives work with individual faculty members and departmental committees to make sales.

I should also point out that college textbook publishers are also increasing their efforts to sell at the institutional level. Institutional sales differ from traditional textbook sales with regards to size, multi-year commitments, and the degree of customization required. In both instances all sales efforts are directed at either instructors or administrators. These are the actual decision makers with regards to the textbook adoption.

Of course, the actual “sale” –getting the commitment from an instructor, department, or institution — is only the starting point for the textbook publisher in the revenue cycle. Securing the adoption has likely encumbered a commitment for onsite training and/or a level of customization. Additionally, unless the textbook is a first edition in its first year, the sales representative must also negotiate with the campus bookstore to lock in a commitment to a specific number or percentage of new textbooks. Finally, textbooks are placed on bookstore shelves or sold via online sites and publishers can start tracking their success.

Within this sales process, e-books can play a couple of roles. For the most part, e-books are primarily pitched as “low-cost” alternatives that allow college textbook publishers to provide a counter to the rising cost of print textbooks. In some instances, e-books also exist as enhanced, multimedia versions of the textbook although these cost more than the basic e-book. Finally, e-books are often included in different electronic ancillary components such as online homework management systems or online courses.

Today, e-books still represent a small percentage of textbook revenue for college textbook publishers. They are seen as incentives that help close adoptions, provide good PR with regards to news about high textbook prices, and are a cheap addition to the publishing package for a traditional textbook.

Understanding the College Textbook Business — Why the Kindle Doesn’t Fit

Within the textbook publishing processes described above, there are key factors that preclude too much excitement about the Kindle becoming the primary e-book platform for college textbooks.

First, within the current content development workflow for textbook publishers, the plant investment remains the same regardless of whether the product is a print textbook or an e-book. And, since publishers sell far more print textbooks than e-books, there is no incentive to change production workflows to favor the creation of minimized or lower-cost e-books from which print textbooks could be created. This means that publishing e-books, without significant changes to current design and production workflow, does not reduce the publishers’ costs significantly. This is important because it means all current e-book solutions for textbook publishers take into consideration the print book production process and derives cost efficiencies from that process. There are neither sales incentive or cost efficiencies in the current workflow that would cause publishers to get excited about the Kindle.

Furthermore, there is the rather important issue of royalties. Amazon currently commands a 60% royalty share of content sales related to its product. That is a fine solution for trade book publishers (fiction and non-fiction) targeting business travelers and who see the Kindle as providing incremental sales. But textbook publishers expect (and need) much higher margins for their products and have major concerns about pirating sales from their print solutions. With development costs remaining the same, textbook publishers would make much less in a world where e-books were too popular. They would make even less by using Amazon’s product as their already-decreased profit margin would be sliced further by Amazon’s take.

Also, major textbook publishers have already invested in technology solutions and companies that support their current business model and that help them achieve other business goals such as sampling textbooks to instructors. Each of the major college textbook publishers supports multiple online technologies to meet their production and product needs, and they have also formed a business partnership to provide a unified technology response to the demand for low-cost textbooks. The Kindle would represent yet another production workflow as well as another sales channel to confuse their representatives.

Another consideration is that e-books for textbook publishers also represent important contextualized learning tools that support their homework management products (LMS solutions). This use of e-books favors online e-books that can be integrated seamlessly into a BlackBoard, Angel, Moodle etc. LMS platform. The Kindle could certainly be used for this but that would require a significant change in the current workflows and processes for textbook publishers.

Finally, and most important, while the Kindle will be extremely attractive to students, they are not currently significant decision makers in the textbook adoption process. College textbook publishers sell their product to instructors and institutional representatives. What is important to those decision makers, historically speaking, is not representative of the students’ preferences or desires. So, unless the Kindle can be presented as valuable to the instructor (saves him/her time, helps with assessment, etc.), there is little incentive for the textbook publisher to move aggressively to partner with Amazon.

What Will It Take?

This is not to say, however, that the Kindle won’t become a major player in the college textbook market in the future. My purpose in this article has been simply to point out that there are a number of “acceptance” obstacles from the perspective of textbook publishers. Those obstacles, as with any business scenario, could be overcome and the landscape could change sooner than I currently predict (minimum of five years), however, with any or all of the following changes.

  • Growth of the direct-to-student textbook market for publishers — Currently all real adoption decisions are made by instructors and institutions. There is no real direct-to-student or direct-to-consumer revenue to speak of. If students become a more significant factor in the adoption process everything in the industry would change.
  • Much lower royalty rate for Amazon — Amazon could increase the incentive for publisher partnerships by lowering its demand for royalty.
  • Re-evaluation of development processes and workflow for publishers — If publishers can decrease their production costs significantly, or if they switch models to an electronic-product-first concept, the Kindle would make much more sense.
  • E-book functionality to meet all needs — Much will hinge on the actual functionality delivered by the new version of the Kindle. In order to meet minimum textbook publisher standards, it will need to have a color interface, a true browser, and support embedded links and media. Wait, that sounds like a laptop.
  • Integration with other learning platforms — Textbook publishers are re-inventing themselves as learning solutions experts and providers. This means providing content packages that are integrated with many different technology platforms. The Kindle will need to be adaptable to support LMS platforms, Web sites, catalog sites, etc.
  • Conclusion

    Personally, I have used the Kindle reader and I like it. What makes it attractive to me s a business traveler or even a student (size, convenience, wireless capability), does not necessarily make it attractive to college textbook publishers. The 60% royalty share is likely deal-breaker, and the potential to pirate print textbook sales is negative as well. Of course, the one thing that could change the playing field unexpectedly and dramatically is if the Kindle actually becomes as popular for e-books as the iPod did for music. I don’t think that will happen (for reasons which I will discuss n an upcoming article), however, so I think we’re looking at least five years into the future before this product has a dramatic impact on the shape or cost of college course materials.

    Nintendo’s Innovative Education Niche

    By Sarah Schutz (www.ChicksDigGames.com)

    Videogames have long been notorious for creating vapid couch potatoes out of children and adults everywhere, luring them in with addictive pixilated gameplay. While educational gaming has existed for quite awhile in the form of computer games, it had yet to break into the realm of the evermore-popular console gaming (Xbox, Playstation and Nintendo). While games have become robust and mentally demanding, console gaming had yet to (successfully) target the educational gaming market, but with the advent of Nintendo’s latest gaming consoles we can now have games in our homes that spend a lot of their marketing bucks focused on education for children and adults alike.

    Nintendo’s two main consoles, the infamous Wii and the portable Nintendo DS have the largest educational gaming libraries on the market. The Wii, controlled with an intuitive motion-control remote, has attracted the attention of newcomers to gaming with its ease of use. Most recently, Wii Fit was released for the Wii. While not a traditional educational game, Wii Fit teaches its users to become more aware of their bodies with Yoga, Strength Training, Aerobic and Balance exercises on a Balance Board that reads the users movements. More traditional educational games like Big Brain Academy: Wii Degree, help users become more adept at various learning categories including: Visualize, Identify, Memorize, Compute and Analyze. Problem-solving and quick-thinking are made more fun for all levels by the competitive gameplay, charming graphics and increasing challenges.

    While the Nintendo Wii is ramping up its educational library, the DS is really where educational gaming is at these days. Games like Big Brain Academy and My Word Coach are both games that were modified for the Wii, but the personal, portable nature of the Nintendo DS allows for more efficient learning methods. The console features two screens, one of which is a touchscreen with stylus, which allows the player to draw or write in answers in various games. While games like Big Brain Academy, Brain Age (1 and 2), Mega Brain Boost and My Word Coach focus on more explicit brain training, other titles like Professor Layton and the Curious Village incorporate mystery and adventure gameplay into puzzles and problem solving. Adults who never thought “gaming” could be for them are picking up Brain Age and DS crossword and soduku games to keep their brains active on the go. Games have also been created for younger enthusiasts to foster early learning and creativity. The Imagine series by Ubisoft inspires children, especially young girls to explore hobbies and interests while interacting with the DS and simulating “grown-up” careers including Fashion Designer, Master Chef and Animal Doctor.

    Nintendo’s focus on families and educational gaming has drastically changed their consumer population by creating products for the casual gamer looking for a new way to learn. Those skeptics of gaming as a vehicle for innovative learning are now picking up controllers. Videogames are finally being seen as potential catalysts for educational growth and are managing to subvert the notorious couch potato stereotypes by making learning innovative and fun, while incorporating educational fundamentals.

    eInstruction Announces Early Bird Winner of “Content Meets Technology”

    PRESS RELEASE

    Sweepstakes entries are still being accepted until May 13, 2008 for a chance to win interactive classroom technology 

    Denton, TX (May 8, 2008) - In honor of National Teachers Day, eInstruction  today announced it has selected a surprise early bird winner of its popular “Content Meets Technology” Sweepstakes. One entrant has been chosen at random to win a 32 unit CPS RF (Classroom Performance System, Radio Frequency) set for their classroom valued at $2,000.

    Anna Love, a teacher from South Side High School in Fort Smith, Arkansas is
    the winner of the CPS RF System. “I am so excited to win this prize. It will
    give my students a new way to practice their Spanish.”

    Entries for the “Content Meets Technology” Sweepstakes will be accepted
    until 11:59 a.m. EDT, Tuesday, May 13, 2008.

    To date, over 4,300 educators from across the nation have registered for
    this first-of-its-kind sweepstakes. By entering the sweepstakes, teachers
    are given a chance to win an interactive technology makeover for their
    classroom. The contest will name one winner from the following three grade
    level segments: kindergarten through fifth, sixth through eighth, and ninth
    through twelfth. 

    Upon entering the Sweepstakes, entrants will be asked to submit, using 250
    characters or less, their vision of the role of technology in education.
    Those thoughts will then post to an interactive Google Map mashup on the
    eInstruction site.  The “mashup” of Google Maps (technology) and the
    student/teacher collaborations (content) is designed to mirror the merger of
    eInstruction and Interwrite Learning.

    Winners will be awarded an interactive makeover prize package that consists
    of:

    *        Interwrite Workspace with ExamView reader. The award-winning,
    easy-to-use software enables educators to create, save and share engaging,
    interactive lessons with a gallery of digital images and annotation tools
    that can be used with any application.  Workspace provides one-click
    integration with CPS, eInstruction’s popular student response systems.
    *        Interwrite Board. Teaching from the front of the classroom has
    never been this fun before.  The Interwrite Board combined with Interwrite
    Workspace gives you the power to control your computer from the front of the
    class.  Your students will be on their best behavior with the chance to come
    to the board. 
    *        Interwrite Pad. Combined with Workspace, the wireless Interwrite
    Pad is a powerful teaching tool that enables educators to easily control
    their computer and instructional resources from anywhere in the classroom.
    Used by over 50,000 teachers worldwide, this dependable, durable pad is a
    must in every classroom. 

    *        32-Pad CPS RF Clicker System.  Engage every child in class material
    by creating an interactive learning environment in your classroom. Students
    who normally remain silent in class can now answer every question without
    fear of embarrassment.  Join the 150,000 teachers who now spend less time
    grading and more time teaching. CPS simplifies taking attendance, grading
    tests and quizzes, creating lessons, and generating personalized reports
    automatically! 
    *        One year subscription to ExamView Learning Series.  A collection of
    over 9,500 unique high-quality standards-aligned questions that work in
    conjunction with the ExamView Suite. Over 50 leading publishers also create
    and distribute ExamView-formatted questions with over 5,000 elementary,
    middle school, high school, and post-secondary textbooks.
    *        Epson PowerLite 400W Projector.  Ideal for widescreen computers and
    interactive whiteboards, this 3LCD short-throw projector with WXGA
    resolution reduces shadows, simplifies installation, and provides 30 percent
    larger images than standard 4:3 projectors. It can project an 87 inch
    widescreen (16:10) image from just 3.4 feet away.  The 3LCD optical engine,
    the world’s number one projection display technology, provides vibrant color
    and incredible image quality and unsurpassed reliability.

    *        Epson Short-throw Projector Wall Mount.  This projector wall mount
    enables quick, efficient and low cost installation of short-throw
    projectors. It allows presenters to fully utilize an interactive whiteboard
    (IWB) or screen without creating shadows or having light from the projector
    shine in their eyes.

    *        Free installation and online training.

    The sweepstakes is not limited to users of eInstruction or Interwrite
    Learning products and is open to all teachers and students in the United
    States.

    To encourage participation in the Google Map mashup, eInstruction will
    provide those teachers a referral bonus: for each teacher they successfully
    refer, they will receive an additional chance to win (total chances per
    teacher are capped at eleven per single entry). 

    All participants will submit their work by going to www.einstruction.com
    <http://www.einstruction.com/>  and clicking the “Content Meets Technology”
    link.  Winners will be chosen randomly from each grade category and
    announced on Monday, May 19, 2008.

    For further information on the sweepstakes and eInstruction, please visit
    http://www.einstruction.com <http://www.einstruction.com/> . For more
    information on Interwrite Learning, visit http://www.interwritelearning.com.
    –###-

    Students and Teachers Mash It Up in eInstructionTM’s “Content Meets

    Classroom technology leader to give away over $25,000 in interactive technology; asks students and teachers to collaborate on nationwide GoogleMaps mashup

    Denton, TX - Merging content with technology when they joined forces in December, eInstructionT and the former Interwrite LearningTtoday announced “Content Meets Technology”, a first-of-its-kind sweepstakes that asks teachers and students to submit, using 250 characters or less, their vision of the role of technology in education.  Those thoughts will then post to an interactive Google Map mashup on the eInstruction site.  The “mashup” of Google Maps (technology) and the student/teacher collaborations (content) is designed to mirror the merger of eInstruction and Interwrite Learning.

    The student/teacher submissions, which will only be required for posting to the map, should highlight classroom achievements made possible by the use of technology or focus on the benefits of a technology-empowered classroom. The work, along with the name of the school, the grade, and the teacher’s name, will appear on a Google Map of the world on the sweepstakes’ Web site at www.contentmeetstechnology.com <http://www.contentmeetstechnology.com/> .

    “The combination of eInstruction and Interwrite Learning helps make teaching and learning fun and interactive in a whole new way,” said Lisa O’Masta, Vice President of Marketing for eInstruction. “We’re celebrating this merger by asking teachers and students to participate in a groundbreaking, educational exercise that is itself a metaphor for the tremendous possibilities available when great content and great technology come together.”

    Winners will be awarded an interactive makeover prize package that consists of:

    *Interwrite Workspace with ExamViewT reader. The award-winning, easy-to-use software enables educators to create, save and share engaging, interactive lessons with a gallery of digital images and annotation tools that can be used with any application.  Workspace provides one-click integration with CPS, eInstruction’s popular student response systems.

    * Interwrite BoardT. Teaching from the front of the classroom has never been this fun before.  The Interwrite Board combined with Interwrite Workspace gives you the power to control your computer from the front of the class.  Your students will be on their best behavior with the chance to come to the board.

    * Interwrite PadT. Combined with Workspace, the wireless Interwrite Pad is a powerful teaching tool that enables educators to easily control their computer and instructional resources from anywhere in the classroom. Used by over 50,000 teachers worldwide, this dependable, durable pad is a must in every classroom.

    *32-Pad CPS RF Clicker System.  Engage every child in class material by creating an interactive learning environment in your classroom. Students who normally remain silent in class can now answer every question without fear of embarrassment.  Join the 150,000 teachers who now spend less time grading and more time teaching. CPS simplifies taking attendance, grading tests and quizzes, creating lessons, and generating personalized reports automatically!

    * One year subscription to ExamView Learning SeriesT.  A collection of over 9,500 unique high-quality standards-aligned questions that work in conjunction with the ExamView Suite. Over 50 leading publishers also create and distribute ExamView-formatted questions with over 5,000 elementary, middle school, high school, and post-secondary textbooks.

    * Epson PowerLite 400W Projector.  Ideal for widescreen computers and interactive whiteboards, this 3LCD short-throw projector with WXGA resolution reduces shadows, simplifies installation, and provides 30 percent larger images than standard 4:3 projectors. It can project an 87 inch widescreen (16:10) image from just 3.4 feet away.  The 3LCD optical engine, the world’s number one projection display technology, provides vibrant color and incredible image quality and unsurpassed reliability.

    * Epson Short-throw Projector Wall Mount.  This projector wall mount enables quick, efficient and low cost installation of short-throw projectors. It allows presenters to fully utilize an interactive whiteboard (IWB) or screen without creating shadows or having light from the projector shine in their eyes.

    * Free installation and online training.

    The contest will name one winner from the following three grade level segments: kindergarten through fifth; sixth through eighth; and ninth through twelfth.  The sweepstakes is not limited to users of eInstruction or Interwrite Learning products. It is open to all teachers and students in the United States.

    To encourage participation in the Google Map mashup, eInstruction will provide those teachers a referral bonus: for each teacher they successfully refer, they will receive an additional chance to win (total chances per teacher are capped at eleven per single entry).

    All participants will submit their work by going to www.einstruction.com <http://www.einstruction.com/>  and clicking the “Content Meets Technology” link.  The sweepstakes begins on Tuesday, April 8, 2008 and ends on Thursday, May 13, 2008. Winners will be chosen randomly from each grade category and announced on Monday, May 19, 2008.

    The Content Meets Technology Sweepstakes arrives on the heels of Interwrite Learning’s 2007 Video Makeover Contest, in which more than 220 classes submitted music parody videos.  The success of that contest has prompted eInstruction to schedule the second annual music parody contest; teachers and students can begin submitting their musical collaborations September 9, 2008.

    For further information on the sweepstakes and eInstruction, please visit http://www.einstruction.com <http://www.einstruction.com/> . For more information on Interwrite Learning, visit http://www.interwritelearning.com.

    About eInstructionT

    eInstruction pioneered the first student response system for the education market during the 1980s. Its Classroom Performance System (CPS) provides instructors and students with real-time feedback on comprehension during instruction. Today CPS remains the leading student response system in education, being used with over 1.5 million students in more than 60,000 K-12 classrooms and over 400,000 students in more than 400 colleges and universities.

    In 2006, eInstruction acquired FSCreations and integrated its ExamViewR and Learning Series software and content platforms so instructors can seamlessly use publisher and proprietary question banks in lesson plans, quizzes and tests with eInstruction technology. The result is an integrated system for instruction and assessment with real-time feedback.

    About Interwrite LearningT

    Interwrite LearningT is a premier global provider of interactive learning solutions for primary, secondary and higher education markets. Interactive  solutions, including the InterwriteT Board, Pad and Panel all come with Interwrite Software, a robust software package that includes thousands of images and resources to create dynamic and exciting lessons in an interactive learning environment. InterwriteT PRS, available in infrared, radio-frequency and “virtual” software configurations, is a powerful student response system that combines interaction and assessment to enhance classroom productivity and improve student results. Interwrite LearningT has a rich 32-year history of delivering interactive solutions that are changing how the world learns. To learn more about Interwrite Learning’s Interactive Classroom solutions, please visit  <http://www.interwritelearning.com/>
    http://www.interwritelearning.com.

    Interview with Jeff Kissinger: Interviews with eLearning Professionals Series

    Welcome to an interview with Jeff Kissinger, Director Distance Learning Emergent Design at Florida Community College at Jacksonville. Jeff has been a vital and innovative force at FCCJ, charged with creating mobile learning solutions for military applications and more.

    1. What do you see as the most exciting technology trend (or trends) that will affect elearning in the next two years or so.

    http://bp0.blogger.com/_u83c02LISnI/R_Jpp8ClF0I/AAAAAAAAAW4/QNO0j-J0RcY/s200/jeff-with-handhelds.jpg

    Not sure this is a technology, but I feel faculty professional development is going to increasingly become more critical and valued at institutions. We are beginning to ask so much more of our faculty than ever before. Blackboard, pod-casts, teaching online, developing and integrating instructional media, and even developing full-blown online courses are now creeping into the most traditional of educational contexts. Tools and trainings need to be focused on faculty, their needs, and be appropriately aligned with instructional outcomes. We need to help develop an environment that allows for faculty to grow and fulfill their aims and dreams, and this must be done in a supported and thoughtful fashion. The ideal outcome will be faculty that undergo transformational learning experiences that are then reflected in their work with students.

    So, getting back to the question of technology, we have already seen the simplification and streamlining of technology that just a few years ago required dedicated developers, designers, and videographers to create. The time and resources needed to develop an instructional video clip, animation, or learning object was often difficult or unattainable for many faculty. You-tube, garage-band, Sketchup, Google Docs, Second Life, Garage Games, Captivate, CrazyTalk, Raptivity, and the almost infinite list of other cool tools and technologies now brings us closer to fulfilling our wildest teaching and learning desires. This trend will continue at an ever increasing rate. It will increasingly become more simplified and user friendly and will ultimately put the power into the hands of individual faculty to act on their own creative instructional inspiration.

    2. When you think of Web 2.0 and e-learning, what are the top three things that come to mind? Copyright/Fair Use/Teach Act, open learning, faculty-generated media/content

    3. What is your favorite new gadget? iPhone with google docs, Vintage 1984 Simmons Electronic Drum Kit [Think Duran Duran or Flock of Seagulls]
    http://www.keyboardmuseum.com/pic/s/sim/sds_9kit.gif

    4. List three mashups or widgets that you know and love. Slideshare, google docs/sites, Media and Flickr streams into Second Life, Sloodle.

    Some of Jeff’s compositions are on Gcast http://www.gcast.com/user/jeffkiss/podcast/main

    published by susan

    Mobile Learning Developments: AIU Incorporates LMS Features with iPhone / iTouch

    American InterContinental University Online has taken mobile learning several steps forward by making it possible for students to check grades, post and read announcements, interact with elements of their learning management systems, as well as downloading instructional content.

    AIU uses the iTouch to provide the new services, as well as downloadable podcasts, videos, presentations, and lectures that have been a mainstay of mobile learning. Their convenience, affordability, and the fact that they accommodate multiple learning styles has made many programs eager to provide at least some elements of 100% online, hybrid/blended, web-enabled, or even face-to-face courses. Keep in mind that the courses can work with the iPhone, a regular iPod, and some mobile phone.

    This is an exciting breakthrough. Certainly, it is good to be able to access to the gradebook and announcements. But, there is a bigger issue at stake. AIU is using technology and tools the way that people use them in the real world, instead of trying to impose a technology on people, just because it was convenient for the institution or the service provider. So, educational products and learner needs and habits are in alignment.

    Here is a demo: http://youtube.com/watch?v=3fcUMWqiLCs

    Some learners have immediately embraced AIU’s iTouch / iPhone courses, especially if the technology fits their lifestyle. Student Chris Hawley writes:

    I use AIU Mobile anytime I am away from my home computer including while I’m running at the gym, stopped at a traffic light, taking a break at work and in many more scenarios. I’ll even use it when I’m at home since I generally have my phone by me more often than my laptop.

    Chris did not mention what kind of phone he has, but it would not be very surprising to learn that he is used to using a phone with the ability to instant message, retrieve information from the Internet, and download information.

    While the demo was for the iTouch, it is important to keep in mind that the mobile courses work on the iPhone and other data-transfer enabled cell phones.

    The demo for review included three criminal justice courses, all of which allowed one to test the way in which the announcements, gradebook, and the learning objects were presented. At the same time, it was possible to test the way that the e-mail and access to iTunes worked when in a variety of settings.

    Unique aspects include taking advantage of the iTouch’s ability to allow individuals to have on-demand interaction (download and communication) wherever one has access to a robust wifi connection.

    * View gradebook
    * View and post announcements
    * Access school e-mail
    * Download, view and listen to podcasts, presentations, videos

    Using an iPhone or an iTouch offers numerous benefits:

    * interactive
    * larger viewing screen
    * scalable texts and graphics
    * can download via computer using iTunes
    * do not have to have a cell phone with a dataplan

    iTouch iPhone downsides:

    * Can’t scale all the screens, which means it’s hard to read some of the text
    * Limited memory and storage

    Additional benefits:

    *iPhone and data-transfer-enabled Cell phone compatibility
    * any time, anywhere access

    Aligning user needs and and real-world habits and patterns is what is at the heart of the success of Web 2.0, and it’s gratifying to see the philosophy start to extend to mobile learning. This will not only enhance usability, but will also allow students to feel more comfortable with the process. Students will feel motivated and will be able to focus on the content instead of feeling frustrated by the technology or lack of access. Using iTouch and iPhone-based mobile learning represents a positive integration of user needs, technology habits, and learning preferences.

    American InterContinental University (AIU), established in Europe in 1970, awards Associate, Bachelor’s, and Master’s degrees in a variety of disciplines. The AIU network includes seven campuses: AIU Buckhead (Atlanta, GA); AIU Dunwoody (GA); AIU South Florida (Weston, FL); AIU Los Angeles (CA), AIU Houston (TX), AIU London (England); and AIU Online (based in Illinois).

    Susan talks about the AIU mobile course (warning — video cuts off at the end):

    Link: http://video.google.com/videoplay?docid=9155276877800369750&hl=en

    Reflections on New Developments in Mobile Learning

    http://video.google.com/videoplay?docid=-7919650162799248639&hl=en A slightly different version posted earlier on elearningqueen.com by susan.

    Online News and the Reframed Newspaper

    By Frank Nevius

    The e-newspaper is important as print newspapers continue their forty year decline, steadily losing audience as the traditional way of presenting news fails to appeal to younger generations. From 1964 when more than 80% of the U.S. adult population read a daily newspaper to 2003 when only 54%  read  (Crosbie, 2004), market penetration went from slightly less than 100% in the 1960s  to 67% by 1989 (New York Times, Jan. 1991). 

    Print newspapers are increasingly committing themselves to online newspapers as their future. The presentation of news has shifted from the traditional print frame to a hybrid one that uses electronic framing structures while still referring back to the print origins. Ten Internet newspapers were accessible on the Web in 1994 (Li, 2006). By 1996, this had increased to 248 dailies available on the Web, rapidly expanding to 745 in 1997 (Meyer, 1997), 2,059 by September of 1998 (Peng, Irene & Hao, 1999), and more than 4,000 available by 2004 (NewsLink, 2004). Their new structures appear successful with readers increasing from less than 5% in 1995 to 35% by 2002 (Pew, 2002), or 58.7 million visitors to newspaper Web sites per month (Editor and Publisher, 2007). 

    Newspapers’ traditional cash cows of classified ads, advertisements and news have been largely taken over by Google and Yahoo targeted ads, Craigslist.org free classifieds, and free news from CNN, MSN and other collecting points. Their design — which they hope will ultimately win loyal readers — typically emphasizes a “first screen”  with 4 to 6 main stories, 7 to 10 features that highlight specific issues of interest such as fashion awards and key international news, and  7 to 10 sections of broad categories such as USA, World, Work & Money, Books, Education, Religion, etc. These newspapers tend to use more headings for news categories, and fewer abstracts or entire stories on the first screen, assuming active users will select what they are interested in. Even abstracts have shrunk to an average of 15 to 21 words. There is also access to electronic archives (Peng et al., 1999), a news frame of quantity that generally includes 70 or more articles, commentaries, photo galleries, airfare specials, travel planners and so on in almost limitless profusion, but in easily digestible “chunks” for easy filtration. Furthermore, there is increased visual emphasis in more graphics/pictures and video stories, blurring the line between television and newspapers.

    Online papers allow a high level of personal news customization by readers. They assume technically-savvy users desire multiple customizing options such as the ability to add or subtract international news categories,  place a specific category such as sports news at the top of the first screen, expand weather or financial news, etc.  Breaking with print tradition, they now even have custom advertisements in headers and sidebars on every screen of the online paper.

    A challenge of online newspapers is how to select news when the once-a-day standard of print newspapers is no longer relevant. Most online news has adjusted to this environment by posting stories as soon as they are gained in order to “scoop” competition and increase audience interest by their up-to-date attributes, often using time signatures such as “16 minutes ago.”  This emphasis on speed, combined with shorter stories, has expanded  “bidding” for keywords that describe their stories in seach engines. Both the New York Times and the Washington Post, for example, use keyword bidding and purchase up to tens of thousands of them a year (Steel, 2007).  They seek popular terms such as “Iraq War” or “Apple news” to try to gain new users.  This is an acceleration of a news trend towards popular topics and news and away from investigative journalism which is more likely to be of only local interest.

    WORKS CITED:
    Crosbie, Vin. What Newspapers and their Web Sites Must Do to Survive, Annenberg Online Journalism Review, 2004.

    Xigen Li, Ed.  Internet Newspapers: The Making of a Mainstream Medium, Lawrence Erlbaum Associates, 2006.

    Meyer, E.K. “An unexpectedly wider Web for the world’s newspapers,” American Journalism Review  Newslink, 2002. September 1998.

    “Newspapers on the Internet,” Newslink, 2002. Retrieved May 31, 2004 from Http://newslink.org/news.html.

    “Newspaper Online Readership Jumped in Q4, Setting Records,” Editor and Publisher, February 22, 2007.

    Peng, F.Y., Irene, N. & Hao, X.  “Trends in online newspapers: A look at the U.S. Web,” Newspaper Research Journal,1999, 20(2), 52-63.

    “Public’s news habits little changed by September 11,”  Pew Research Center for the People and the Press. June 9, 2002.  Retrieved October 30, 2003 from http://people-press.org/reports/display.php3?pageID=612.

    “Rethinking Newspapers,” New York Times, January 6, 1991, C6.

    Steel, Emily. “Keywords: a Growing Cost for News Sites,” The Wall Street Journal, April 30, 2007, B6.

    E-learning on Mobile Phones

    Author: Ian Ball

    The main advantage of E-learning is independence of both location and time. However the minimum requirement of E-learning is a personal computer, which has to be fixed at one place. Even the use of notebooks could not fulfill the independence of both location and time requirements because location independency depends on the ever-changing technology. Using technological devices such as Mobile phones can solve these types of problems. For example, globally mobile phones are being widely used and the number of users is still increasing. Since the majority of students both at secondary schools and universities have a mobile phone at hand most of the time, Mobile Learning (M-learning) could be a new tool for assisting learning in future.

    Learning is a fundamental cognitive process of mental and social change over an entire lifetime. Presently, the methodology and the pattern of learning are changing– especially in the universities. Even in the schools there is a total revamping of Learning processes. Different institutions are following different methods of teaching and learning processes. In this the new technology plays a vital role and it offers an opportunity for learners to communicate and interact with multi-media learning resources and simulated environments. Consequently, these emerging technologies can enhance motivation levels of students, which is the most important aspect of learning, deliver information when needed and encourage solving problems and satisfy their curiosity.

    The use of mobile devices can expand learning possibilities and solve the problem of being tied to a particular location. In a broader sense the combination of E-learning and mobile computing is called Mobile learning (M-learning). M- learning provides a way to access the applications that support learning anywhere, anytime.

    Some of the advantages of e learning on mobile phones are: 

    With M-learning there is no need to wait at all. Wherever and whenever the learning is required it can be easily achieved via the mobile phones.

    Mobile phones can be easily carried. Why go around with a stack of books or an awkward laptop when the same thing can be learned on mobile phones?

    There are many ways m learning can be used and it is not confined to any specific age, gender or any group.

    Collaboration that is great learning rarely happens alone. One of the best ways to succeed, is to work together i.e. share and exchange ideas with classmates. With the help of M-learning one can work out the problems online and get the tips and feedback immediately.

    Hence, e-learning on the mobile phones is the latest important feature of the mobile phones. 

    Article Source: http://www.articlesbase.com/communication-articles/elearning-on-mobile-phones-222541.html

    About the Author:
    Ian Ball is an expert on the mobile communications industry

    Malware and Web 2.0: Security Challenges

    Susan Smith Nash, Ph.D.

    Paden found out the hard way that going without an antivirus program can really throw a spanner into the works. Granted, she did not start out without antivirus protection. Her new computer came with a 6-month trial subscription to one of the most familiar programs on the market. After the program expired, though, the cost of renewing it seemed very high. So, Paden decided to download a version of the same program from the university where she was a student. The university had obtained a license to offer a version to its students. Although it was the same program, it was very slow, and Paden became frustrated with it and decided to take off the program. Within two weeks, her brand new computer had crashed.

    “It was a nightmare!” said Paden, as she brushed her dark wavy bangs away from her face and grimaced. “I am taking two online courses, so you can imagine how difficult it was for me.”

    Without realizing it, Paden had encountered the two most common problems that organizations and individuals encounter in antivirus programs: high costs and big footprints. The reason that the program slowed down her computer was because the “free” antivirus program that her university offered was a clunky version that required a great deal of computing resources in order to run.

    After she had her computer back up and running again, Paden decided to not go a single minute without a robust antivirus program.

    “I decided to go with AVG Internet Security, version 7.5. It was about half the price of the other antivirus program, and it had everything — antivirus, firewall — you name it,” she said. She decided to purchase it after reviewing one of AVG’s websites at http://www.avg-antivirus.net.

    In reality, the AVG solution that Paden selected had even more functionality, with the ability to remove viruses, spyware, adware, worms, and trojans. It also had a firewall and antispyware capabilities.

    Perhaps the most appealing aspect was that AVG 7.5 was specially designed to have a very “light” footprint, which is to asy that it does not bog down computing processes as it runs.

    Ironically, a month after Paden purchased AVG for her computer, her college switched to AVG. The college purchased enough site licenses to provide a copy of the program to administrators and faculty members which helped protect the school avoid having virus-infected files uploaded into the course management system.

    Potential malicious codes and malware embedded in Web 2.0 applications have added to the need for a solid antivirus solution. Wherever there is code, there is the potential for malicious code. AVG recognizes patterns and can eradicate the malware before it has a chance to affect computers.

    Two new popular applications are expected to face growing challenges with malware in the future.

    Truly Viral Videos: The first, malicious code in flash players and in embedded script for YouTube videos can wreak havoc. In this case, a highly popular and rapidly spreading “viral video” will disseminate bad code instead of the expected good cheer.

    Web 2.0 Malware Vectors: The fact that people can embed code into their blogs, MySpace, iGoogle, Bebo, or other spaces and enable unique functionalities makes the Web 2.0 environment truly unique. The openness and ability to share also makes it truly scary, since any of the applications could potentially be tainted. If malware is in the embedded code, what is it making your computer do? The possibilities are truly frightening.

    AVG is aggressively and proactively addressing Web 2.0 vulnerabilities. While other antivirus programs are doing so as well, the light footprint makes AVG more flexible and nimble.

    Another advantage for individuals and organizations is the availability of 24-7 local support. Walling Data Systems, at http://www.avg-antivirus.net/, the largest distributor of AVG software, makes sure that clients have several ways to obtain support. Clients can call in, send an email, and obtain live online assistance.

    While Web 2.0 applications and the newly robust abilities of online courses have led to a more dynamic experience and extreme openness, they are also increasing user vulnerability. No one should stop using the web because of scary applications, but everyone should definitely keep antivirus programs up-to-date.
    web 2.0 malware - computer virus

    Author: susan smith nash, ph.d. First published at E-Learning Queen.

    Media and learning: New dimensions

    By Bipasha Chowdhury

    Media is everywhere; it has become a part of our daily life. The media plays a dominant role in the learning process. Its impact is vast in shaping the life of an individual. Media has the potential to shape personalities, change the way we perceive and understand the world and our immediate reality. Though we know that all good things have both good and bad effects, likewise, media too have some positive and negative effects. Moreover, we have seen that a large number of people depend on the internet to collect information, read news, listen to music and download movies, play games and also for work. Newspaper, Radio, Television and the internet- all form part of the media and are important in imparting education. Media offers culture, sports, information, entertainment, current affairs and education. Sometimes the impact of media is very high. For example, children love to watch the superheroes and sometimes try to copy their actions while playing. On the other hand, the impact may not be so vast or immediate. It happens gradually as children see and hear certain messages repeatedly. Some of the devastating advertisements include: Fighting and unnecessary quarrel, cigarettes and alcohol being shown as the symbol of heroism, style and attractive, but not deadly and unhealthy. Moreover, violation of laws is shown as a means to gain justice and sexual action with no negative results, such as disease or unintended pregnancy. In recent years, the impact of media on teaching and learning has increased tremendously. New opportunities are being provided to give a techno-touch to the traditional educational process and system. As the society is becoming media-savvy day by day, the educational modules are being channeled through certain community access centers like community radio system, televisions, internet, community multi-media centers etc.

    Media and Children:

    Media Literacy: “the ability to access, analyze, evaluate and communicate information in a variety of formats.” —David Considine
    The role of media in imparting education is increasingly on the rise. Media surrounds us and is present in everything. This phenomenon has made learning easier and interesting for children. Television, radio, and computers are gradually entering classrooms and changing the way of learning. With the onset of new technologies and the emerging trends in the global economy, the present day education is changing. Therefore, there is a need to educate ourselves with the emerging wave of technology. It is well known that by learning to read and write, we can be called literate. Similarly, in the 21st century, by gaining knowledge about the different aspects of media, we can also be called media literate, although there are both positive and negative sides of it. Therefore, as we are adopting the good from it, the bad should be avoided. The negative messages could be avoided by developing the skills of questioning, evaluating and analyzing them. This can be called media literacy or media education.
    Media literacy or education does not mean to know about media but to learn something from it. Moreover, we find the subjects that we learn in our curricula are also found in media. They may be related to arts, science, different languages, social sciences and health. It also helps to develop critical thinking skills. The students can get a vast exposure to the pop-cultural references. They can get statistics and data from the news, which can be the basis for math and science learning. The teachers can also incorporate media analysis whenever the Internet, television or video are used in the classroom.

    The impact of media is vast on children and even on the adults. The intellectual curiosity of a child is satisfied by media literacy. At present, in order to exist in the competitive market, there is always a need to equip oneself with better knowledge and analytical skill. Apart from books, television also helps to improve the Intelligent Quotient and General Knowledge of every section of the society, particularly the children. Media education skills develop the children’s thinking and analyzing power, which in turn, inspires them to make queries and think about the media messages they watch, hear and read. As a child tries to critically analyze the things he reads, likewise he tries to do the same with sounds, actions, moving pictures etc. There are numerous benefits of media on children. The first and foremost effect of media is definitely the accumulation of General knowledge, different dialects and cultures. Television boosts the social awareness of a child to a great extent. Sports channels develop the logical mindset of a child. Cartoon channels keep the children happy. News channels increase the vocabulary of the children and inform them about the positive and negative impacts on the society. It increases the concentration and retention power of a child, which benefits their studies to a great extent.

    There are also negative effects of media on children. Children often learn certain things, which change their perspective towards life. For example, if they watch violent scenes on TV, their nature tends to be the same. There are many incidents where children try to imitate the super heroes and it results in death. Studies often get hampered and lapse of concentration occurs due to excessive watching of television. The advertisements shown in the media often captures the mood of the individuals. Generally, girls are very vulnerable and sensitive about their physical image. When an adolescent girl watches the ads that show unless we buy a product or carry the style statement or wash our hair with a specific shampoo and look smart like a slim model, we don’t get respect in the society or get a job. These messages attack our self-esteem and create a negative impact on a child. Two Studies conducted by the South Australia’s Flinders University have revealed that “television advertising featuring idealised thinness negatively affected both the mood and the body image of adolescent girls, with those in the 13 - 15 year age group being more affected”.

    On the whole, media has made a tremendous impact on children. Compared to the positive impact, the negative impact is too negligible. The craze of media is such that no one can escape its vibe-be it the adult or youth.

    Effect of Community Radio on Education:
    Radio has now started to enter into the education sector with the name of Community Radio System. The term Community Radio signifies radio broadcasting with the objective of serving the community by involving members of the community in the broadcast of their programmes. It will help the students to hone their public speaking skills. Though the concept of teaching through radio or television is quite new, but some media or production companies have come forward with such kind of proposals.
    Certain questions may crop up about the validity of the relation between radio and learning. The readers may also ask whether the community radio is performing any tasks of e-Learning. If learning is universal and ‘e’ is used for ‘electronic’, then why can’t the verbal knowledge spread through electronic media like community radio as a part of ‘e-Learning’? The advantage of a community radio is that any listener within the range of five to ten kilometers can tune in the radio channel. Community radio is helpful enough for people of the poor and developing countries and even for people living in rural areas without basic amenities like electricity, satellite television, internet etc.

    In India, the non-commercial organizations were not allowed to run radio stations. The private organizations with good financial background like Radio Mirchi, Red FM, Big FM, Radio city and educational institutions only get broadcasting licenses. This distinction is little reduced with the Cabinet decision. This move has triggered modest celebrations among a number of community radio, NGOs and broadcast professionals. A number of broadcasting organizations have moved forward to introduce community radio in schools and colleges. With the introduction of this technology, quite a few civil society organizations have come forward to broadcast their educative radio programming over AIR.

    Webel Mediatronics, a profit making company, engaged in the development, manufacturing and in the areas of Studio and Broadcasting Systems, Industrial Electronics, Information Technology Applications and various systems for the disabled has come up with the idea of introducing radio in schools. It has already given offers to two schools-Heritage school and GD Birla Center for Education. If the offer is accepted, Webel feels, the radio system can make teenagers conversant with public speaking. According to Gautam Burman, Chief Executive Officer of Webel Mediatronics, “Schools feel that perfection in public speaking can only be achieved through practice. The community radio system will give students the opportunity to develop their communication skills and expand their knowledge base”.

    This community radio can also help to organize counseling sessions, prior to any board or entrance examinations. Moreover, this kind of radio will help students to revise their classroom teaching, which they may forget. The health and hygiene issues can be addressed; lifestyle problems can also be solved though these programmes and even an awareness campaign by experts on HIV/AIDS can be transmitted. CRS can also help to notify parents about important announcements of schools. Burman added that “Often after exams, students seek informations in scholarships and admissions in other universities or courses. All such queries can be clarified through community radio. Eminent educationists can be invited to the studio to deliver lectures. Radio browsing will soon become popular among Gen Y”. Any listener within the range of five to ten kilometers can tune into the radio channel of the schools. It can also familiarize the local students with the similar syllabus of the other schools. There are schools that have allocated a budget of Rs.1 crore for students’ development programmes in the next few years by incorporating Radio programmes.

    The impact of community radio is massive and its impact is felt on every section of the society. With the passage of time everyone has learnt to acknowledge its positive impact on individuals.
    Effects of Media Boom on distance education:

    Distance education is often defined as “institution-based, formal education where the learning group is separate, and where interactive telecommunications systems are used to connect learners, resources, and instructors” (Schlosser and Simonson, 2002).

    The original distance education by correspondence has been upgraded by twenty-first century technology. Distance education has vastly benefited from the media boom with telecasts and broadcasts limiting the dependence on the written word. In the past, distance education was primarily delivered through mail and was called correspondence courses. The medium of instruction was mainly through books, paper documents and other printed materials. Contrary to classroom learning, instructions provided by professors or teachers were delivered in print to the learners who didn’t have the opportunity to have interactive classes. Queries and notes were interchanged between teachers and students and vice versa. But now the trend is fully replaced by colourful computer-based graphic resources. Computer-based education has changed the traditional offerings of correspondence education. This medium of education converts the traditional static resources into interactive and interesting online modules for the learners. Moreover, online-learning retains most of the characteristics of the classical form of distance learning, while offering more sophisticated learning materials at a much reduced rate.

    At present, the concept of distance education with the help of media has gained wide popularity. The media boom with telecasts and broadcasts has to a large extent limited the dependence on the written word. Moreover, with the emergence of the Internet as a global media, the concept of distance learning has been revolutionized. From the age old days, distance learning was mainly provided through correspondence. But the introduction of the internet has changed the concept of distance learning to a great extent. At present, distance learning programmes are increasingly being delivered through computer technologies but the traditional media is not totally obsolete as it helps in effective learning. We can define quality online education as a people-oriented, instructor-led activity, where the level of communication should be comparable with on-campus education. Due to the connectivity of the internet, distance education is often called online learning because the Internet-connected computers bring the teacher and learner face to face, which substitutes/replaces classroom learning. Moreover, the Internet has also facilitated the students to study online from any location and at any convenient time.

    There are numerous factors which have contributed to the increasing popularity of the distance education through media. With the introduction of online learning in universities, distance learning has gained immense importance. Online learning has assumed the role of an important media for imparting distance education. It also went to the extent of providing quality online courses which have become almost comparable to the traditional classroom learning. Now students can get access to a broad spectrum of disciplines from any location. With the mingling of online learning and distance education, education is no longer a constraint for any class of the society.

    Distance education can also be termed as Interactive Telecommunications system. Interactive telecommunications systems broadly mean that the instructors and the learners use a variety of technological resources while teaching and learning from a distance. Now-a-days, many universities have come up with the idea of transferring its on-campus learning into online learning.

    Now-a-days, we see an excessive use of media in education. Media has made its presence felt everywhere, be it by television, radio or computers, the most popular medium of imparting education. Unlike the past, education and examination is no longer monotonous. With the introduction of media, education has assumed a different role. Now-a-days, we can see that before the board exams or any competitive exams, different medias like television, radio etc. come out with different education-related programmes to help students to deal with their study materials. These media channels rope in different intellectuals, professors and teachers of different institutions to guide the students with their valuable suggestions and give them necessary moral boost to cope up with their burden of studies.

    The most important advantage of online distance education is to earn a degree from one’s home or workplace. In traditional distance learning, interaction is limited to a certain point and feedback from the other side is often delayed because of slow postal systems. It has helped a large number of people to pursue education, who don’t even have the time to enroll for regular courses. Moreover, it is usually easier and less competitive to obtain admission for the online courses. Moreover, in case of online distance courses, learning is more fun and interactive. It is also flexible. It is possible to incorporate charts, maps, graphs, moving images, slides, video clippings and even audio recordings with the course material. It helps to understand the entire syllabus without the help of a teacher. The students are able to interact with their peers through online class projects, e-mails and also with the help of online conferencing. This interaction with the help of media using e-mail, conference calls and chat makes learning easier and entertaining. It substitutes the face-to-face experiences of traditional learning. The availability of online libraries with their huge collection of books has also made the learning process easier and worthwhile. Speaking about the economic side of online distance learning, it is seen that most of the time, the expense of a regular course is much higher than the online courses. The media-related online distance learning is relatively economical than the traditional class-room learning. Nevertheless, keeping in mind its positive effects on individuals, these computer-based distance education continues to grow.

    Role of Interactive Learning Module in Education:

    Interactive Learning module is another form of online distance education. The main idea of interactive learning is to provide educational guide through on-line education. In this module, support learning is available on a 24/7 clock and delivered from class-room to anywhere and at anytime. The Interactive Learning module generally engages the learner and the teacher in effective instructional communication without disturbing the interaction. Interactive learning modules developed by corporate media companies are becoming increasingly popular. Now-a-days, the Interactive Learning Module materials are used in management courses, undergraduate and graduate engineering courses, as well as technical and management corporate training programs. The prime aim of the Interactive Learning Modules is to create modular interactive learning materials for the development of education and to demonstrate their effectiveness in university curricula as well as industrial training programs. Thus, the acquaintance of knowledge is maximized through the advent of Interactive Learning Module.

    Now-a-days, we have seen that interactive learning modules developed by different corporate media companies are becoming increasingly popular. Witnessing the importance of Internet, innumerable training players are offering their training online. These modules are helpful to provide value-added services and equip professionals to work in a dynamic and competitive environment. Interactive design tools help the learners to explore the activities of product development and emphasize on the integration of design, manufacturing and marketing concepts. Moreover, interactive learning provides solutions for evaluating and monitoring of the learner’s progress.

    Like most of the media houses, ZEE has also come up with the concept of online education, which they named as ZEE Interactive Learning Systems (ZILS). ZILS generally provides its online courses through a Learning Management System. According to Rajendra Raju, executive vice president, corporate services of ZEE Interactive Learning Systems, “this offering not only facilitates in Synchronous and Asynchronous learning but also provides Customized Training Solutions based on individual needs and access to rich resources and expert support”. Apart from ZEE, another company which came forward for making faster its training market is Xansa Websity (formerly known as IIS Websity). It planned to focus on the corporate IT training market through its Learning Management System called the ‘Quality Learning System’ (QLS). Apart from ZEE and Xansa, Oracle also thought of introducing an e-learning methodology for its existing and future courses through the Oracle Learning Network (OLN). According to SV Krishna, head-Asia Pacific division, Oracle OU, “The purpose is to disseminate information anytime, anywhere and help in providing to those who are really in need of it. On OLN, one is learning from Oracle and with Oracle. The corporates can choose their specialized module, rather than undertaking the whole course. And the whole offering becomes more customized”.

    Interactive Learning Modules are designed not only for the technical and management corporate trainee people but also for the people with learning disabilities. With the advent of technology, physical barriers are no longer a constraint for leading a normal life. Technology can abate any learning disabilities. It can also make learning accessible for the people with disabilities. Interactive Learning Modules are particularly helpful to people with learning disabilities.

    With the transformation of a new era, we have seen that the concept of E-learning, supported by the web-based learning environments. This could help people with learning disabilities or social difficulties to adjust with normal contemporary life and knowledge-based curricula. Till now, the society and the media have not thought about the impact of computers on the lives of the disabled in general and the visually-challenged in specific. Special schools were built for their education. But the federal ‘Individuals with Disabilities Education Act’ (IDEA) made it mandatory for the schools to educate children with disabilities in general classrooms.

    The Interactive Learning Guide for the disabled, coupled with the application of technology in education provides better understanding of theories, their applications and identification of alternate solutions for them. This advanced type of learning for the disabled has helped them to get over their weaknesses and start a new life afresh with better knowledge as their strength. A teacher, principal, specialist or a paraprofessional can help a child with learning disability to achieve full potential by helping them to adapt the online interactive education guide. Therefore, education is no longer restricted to the normal persons, but it has crossed the barriers and enlightened the life of every individual irrespective of their disability.

    From the above inferences, we can rightly conclude that the effect of media is vast on the life of each and every individual. With the on-going development of information and technology in the society, media has given particular attention to the need of education and cultural diversity and promoted media consciousness among individuals. Media has entered in every sections of our daily life- be it in education, news, entertainment, culture, sports, etc. Last but not the least, media has opened a new dimension and gave a new meaning to education. Education has become more entertaining like never before.

    http://www.articlesbase.com/art-and-entertainment-articles/impact-of-media-on-learning-330047.html