Showing posts with label elearning. Show all posts
Showing posts with label elearning. Show all posts

Tuesday, 16 May 2017

What is web accessibility in learning?

Web accessibility means that people with disabilities can perceive, understand, navigate, and interact with the Web, and that they can contribute to the Web.” (W3C, 2005).
The W3C includes the following types of disabilities in its consideration of designing for accessibility: Visual disability,
  • Hearing Impairment
  • Physical (motor) Disability
  • Speech Disability
  • Cognitive and Neurological Disability (including learning disability and seizure disorders, for example), multiple disabilities, and aging-related conditions (W3C, 2005).
The Development efforts for accessible Learning Products should focus on these low-incidence disabilities.
The four accessibility features described below comprise the foundation of the Web Content Accessibility Guidelines 2.0 AA. Ideally, a learning product design should include these features to provide a complete experience for students with vision impairments.
  1. Users can navigate the content using only the keyboard. Users of mobile devices can navigate using the touch screen in screen-reader-mode.
  2. The content and structure can be understood by a person using a screen reader like NVDA, JAWS, iOS Voiceover, Android Talkback and Chromevox on Chromebooks.
  3. Text equivalents for all non-text media. This includes captions for video, audio transcripts, and alternative descriptions for images, animations, and videos.
  4. All visual presentations follow the WCAG 2.0 AA visual guidelines.
Here are some examples of accessible content created by Magic Software:
Color Contrast
Drag and Drop, Access Keys
Access Keys, Closed Captioning
Video Captioning


Wednesday, 15 February 2017

E-Learning Myths Busted

As the world is gradually shifting from traditional classroom to a more connected, global learning network, the term e-learning is gaining recognition all over the world. However, for many people, the fear of the unknown still clouds their vision, and they still view e-learning as an alien concept. Many still look at e-learning with a mixture of worry and trepidation, since most people are not fully aware of its benefits. As with any other nascent idea or concept, e-learning is also underscored by countless myths, which make it hard for newbies to experience virtual learning. The sooner these myths are debunked, the earlier e-learning will attract more people. Here are a few myths that are completely untrue about e-learning:

E-Learning is only about technology

This is a common yet one of the inaccurate myths. The primary objective of e-learning is the transmission of knowledge, concepts, and ideas around a central theme. In this case, technology takes a backseat. It only exists to facilitate the learning process for a student, which means that it acts only as a conduit for the learning process. The content determines how effective and interesting a course is, and addresses the “why’” and “what” of the same for students. In simpler words, technology is concerned with the “how” to present concepts, and doesn’t really have much to do with the “what” of the content. Therefore, the more compelling the content of a course is, the more likely are the chances of people wanting to take up that course. Additionally, the content of an e-learning course is often far more superior than that of a traditional, instructor-led course. Some of these e-courses also offer certifications.

Teachers will be replaced

It is fairly understandable as to why this myth exists in the first place – it could be hard to understand why a teacher is needed at all for a course that is delivered online. Although, it is also worth mentioning that a traditional teacher’s role has now undergone a sea of change along with the various teaching methods. Today, in terms of e-learning, a teacher is expected and required to facilitate online sessions, provide online coaching, guidance, and feedback to students, with the help of video chat and email to understand the needs of students. Another facet of e-learning is something called blended learning, which ensures that teachers are not replaced. Blended learning, as the name goes, aids the blending of teachers with e-learning methods to provide a well-rounded learning experience to students.

E-Learning is impersonal

Today, students all over the world are not only studying, they’re also participating in extra-curricular activities, taking up jobs, gaining work experience, and much more. Amidst the plethora of these activities, these students still feel the need to learn an important skill set, but simply do not have the time to attend another class. In such a case, they turn to e-learning, which is a convenient way to acquire other skills. In any case, e-learning is far from impersonal. On the contrary, it seems to be bringing together like minded students from all over the world. With e-learning, students are collaborating with each other using social networks, and the global scale of the e-learning effort is coming to fruition.


Monday, 25 July 2016

Turning Pokémon GO into Meaningful Educational Tools

Pokémon GO, the Augmented Reality based game that’s topping the search trends this month, has captured the attention of K-12 learners. So if these kids are primed to think of little else than this game then teachers and content providers might take the advantage of this newly created opportunity.  The game has made such a huge buzz in EdTech community with teachers and educators debating the different possibilities to create game based interactive learning content.

interactive content development
Understanding that the attention span of K-12 learners can’t be more than 17 minutes [Attention Span (mins) = Chronological Age + 1], games have proven to be an excellent way to ensure effective learning outcomes. Publishers and content creators understand how to make games memorable and "sticky" in the sense that, even when students aren't playing the game, they are still thinking of solving the problems and puzzles. That’s the effect of this newly launched AR based game which is topping the charts.

Here are a few ideas for turning Pokémon GO into a meaningful educational tool:

1) Promoting Data Literacy Skills: The game automatically records the date and time of the event as they occur – be it collecting Poké Balls or capturing Pokémon. Students can use the app to learn data plotting and finding average number of events per day. Analyzing this data can then help them become familiar with data literacy skills like data-presentation, data- analysis and much more.

2) Inspire Story-telling: The game allows players to snap photos of the creatures in front of their real-world settings, this gives an opportunity to teachers to fuel creativity in students and promote language skills by asking them to imagine and write stories around Pokémon they capture in the game.

3) Encouraging Young Social Scientists: The game can be used to help students research about the habitat where Pokémon is found. Students can be made to observe the habitat where Pokémon is found and sketch it. It also encourages students to analyses the kind of conditions under which different creatures thrive and makes them environmentally conscious.

An excellent opportunity here for interactive content development to achieve the desired learning outcomes and for EdTech companies to leverage the power of Augmented Reality (AR) and Game based learning in the classroom.