User: Visitor
Location: Home > Scouting Workshop > Reports > SW_report9

Home Page
ACTeN Project
E-content reports
Content Market Monitor
Business Roundtable
Scouting Workshop
   Announcements
Reports
   SW_report1
SW_report2
SW_report3
SW_report4
SW_report5
SW_report6
SW_report7
SW_report8
SW_report9
SW_Consolidated Report
SW_report10
SW_report11
SW_report12
Scholars' Conference
ACTeN Consortium
Press Coverage
------------------------------
EUROPRIX
e-Content Links
------------------------------
Contact & work with us
Search
Site Map
Username

Password

Workshop Report

Scouting Workshop in Budapest

Nov 23-29, 2003

SW N°

9

Topic

"Mastering multimedia, or how to create good digital learning content"

 

 

 

 

Date

27.-29. Nov.2003

Participants

22

Organiser

Matisz

Speaker

15

Venue

Budapest

Projects Developed

no

 

 

 

 

Key Presentations

  • Using ICT in local training materials for gaining new types of knowledge by János Setényi, Expanzió Human Consulting, Hungary

 

  • FP5 and FP6, what and how to prepare by Hungarian candidates by Tony Scully, Lulea University, Sweden

 

  • Professional multimedia experiences in ODL, good examples by Marc Ketels, De Post, Belgium

 

  • Pedagogy and methods of e-learning content creation

          by Dénes Zarka, BME-TK, Hungary and Irén Újvári

          Illyné, SZIE, Hungary

 

  • Technology and methods of e-learning content development by Zsolt Márkus, Eduweb Rt., Hungary and Miklós Kriván, MATÁV Rt., Hungary

 

IST Projects

Demonstration of some FP5 project outcomes as well as of the major relevant Hungarian programme results

 

  • Postgraduate Telecommunication
  • Pentalfa, Training of Doctors
  • TEN Virtual Classroom
  • Implementation of virtual environments in training and education
  • Personalised Curriculum Builder in the Federated Virtual University of the Europe of Regions
  • Information Technologies for the Learning Organisation
  • MEDIALAB, Multimedia Education & Training
  • UkeU, University Education Online in the UK
  • ARIADNE

 

Participants were briefly introduced to the EC Frame work programmes 1-6 with emphasis on FP 5. The requirements of successful entries were discussed. Relevant Information was given not only for the participants but also to the presenting companies and projects.

 

Essential Outcome and Findings

What it is about:

The delivery of a learning, training or education program by electronic means. E-learning involves the use of a computer or electronic device (e.g. a mobile phone) in some way to provide training, educational or learning material.

E-learning can involve a greater variety of equipment than online training or education, for as the name implies, "online" involves using the Internet or an Intranet. CD-ROM and DVD can be used to provide learning materials.

Distance education provided the base for e-learning's development. E-learning can be "on demand". It overcomes timing, attendance and travel difficulties.

Trends:

In this challenging economy, organizations are cutting back on some of the more costly components of e-learning, including rich media. When rich media are used, however, most implementations are highly professional and supportive of learning.

There appears to be an emerging feeling that more can be done with less, that excellent design and a sharp focus on real performance problems are what it's all about.

Simulation is increasingly seen as the instructional design of choice for asynchronous online learning. There are more and more proven tools and templates available now to create simulations, as well as experienced service providers to help out; so this challenging class of e-learning is becoming more manageable, even without a high-end budget.

The use of story and narrative to support simulation and other types of e-learning is taking hold. Some designers are becoming masters in the use of story to engage learners and promote challenging educational goals.

Uses of online human agents are varied and creative. The result is e-learning which personalizes sometimes dry technical content and maintains learner motivation.

The previous focus on IT e-learning shows signs of lessening. World-class designers are now using online learning in remarkable ways to meet tough learning challenges in an ever-widening range of human skill areas.

Award-winning e-learning is increasingly being developed for innovative organizations in the non-profit sector, an "industry" in which e-learning has terrific potential.

 

Recommendations

A high-quality, useful Web-based learning experience requires carefully-thought-out courses that follow rules and guidelines that are unique to this new medium. The criteria can be summarized as follows:

  • Courses are based on content from experts in the field.
  • Courses are prepared by instruction experts with experience in instructional design.
  • The course structure is well thought-out and consistent for each course.
  • The user interface is easy to use and consistent for each course.
  • The courses require regular interaction with the student.
  • The courses use depth-control methodology to allow student exploration and flexible learning.

For e-learning companies to survive there must be a new emphasis on quality. Companies developing online courses must base them on these criteria. Companies selecting an e-learning vendor to train their employees or customers must make these criteria a part of their vendor selection process.

New Trend to Focus: e-learning goes Mobile!

E-learning service providers should think about the possibility to offer their services mobile. The scenario is easy to imagine: use waiting and travel times, quickly prepare for a meeting....

What effects does that have on the design and usability of an e-Learning application?

 

Other comments

The Scouting Workshop was organised in parallel with the annual INFOtrend conference and Education exhibition and fair, which is the most prominent and important annual professional event of Hungarian educational market. Find out more here: www.infotrend.hu/2003_kiallitas_eng.php

 

Potentials and strength in Hungary concerning multimedia content development

  • High Level Innovation capacity
  • Fairly good level of know-how
  • Expense costs are relatively lower

 

The weaknesses that must be eliminated

  • Poor market and there is still too much roles played by the governments which is not optimal for establishing “healthy” market conditions
  • Pedagogical, educational know-how is often missing from the content development process
  • Not enough investments into educational research which should provide the basis of content developments
  • Traditional, heavy lexical type of content together with too much technical focused approach
  • Underdeveloped or none of international strategic partners, innovations are often narrowed down to too small interest groups
  • Lack of cross-disciplinary approach to the development process

 

 

 

Workshop Findings

Hereby we list all the given remarks and recommendations in various groupping.

In general

  • Foreign speakers as they showed numerous new examples
  • Professional multimedia experiences in ODL, good examples
  • The group / team work was very welcome
  • Variety of topics, open atmosphere, up-to-date info
  • Meeting people of similar interest was an asset
  • The presentation on FP5 was the best
  • Conversations, discussions were considered to be the best

Reasons for participation

  • To participate on some training of making learning materials, support systems.
  • To get to know with e-learning, Learning Object creation in some details, how the existing systems work,what to be careful during the development.
  • Learn more about EU programs
  • Being in digital content development business

Some comments and suggestions as direct quotations

  • "It was good to feel the same enthusiasm, commitment and pioneering among the participants."
  • "It would be better to strike between different ideas with more „group tasks" and conversation."
  • "More time of discussion of actual problems of everyday business, more „business like" approach."
  • "With more tasks for the group."
  • "I got some more interesting part to apply in our procedure for creating good e-learning content."

Statistics

Overall impressions

  • Satisfactory results: 80%
  • Some missing goals: 20%

Specific results through the evaluation sheets

  • Overall: 80,0%
  • Variations: 83,3%
  • Presentations: 85,0%
  • Speakers: 90,0%
  • Documentation: 68,8%
  • Equipment: 90,0%
  • Products: 68,8%
  • Organisation: 75,0%
  • Sidestep programme: 75,0%
  • Catering: 81,3%
  • Accommodation: 75,0%
  • Expectations: 80,0%

Conclusions

The workshop attracted people (presenters and participants) with various backgrounds, producers, designers and developers.

Participants in the workshop were able to scout for professional business and academic contacts, partners, new stimulating ideas and possible new project initiatives. There was an increased interests between the foreign speakers and the local speakers and participants which can also strengthen the networking of the multimedia players between the EU and CC (candidate countries).

 
November 19 2008