Saturday 18 February 2017

SEARCH ENGINES



Search Engines
Deb Kumar Bandyopadhyay

Objective: To study the use of Search Engines in web based environment.

Structure:
1. Search Engine.
    1. Types of Search Engines.
    2. Parts of Search Engines.
    3. Features of Search Engines.
    4. Advanced search engines and applications.

1. Search engines are computer programs that search for particular keywords entered by users and returns a list of documents in which they were found, it is especially a service that searches contents on the web.

1.1.Types of Search Engines:

Search engines can be mainly categorised into four types:

Crawlerbased search engines are useful if we have specific search keyword in our mind but if our search topic is a general one then these type of search engines may provide several irrelevant documents to a search request,e.g. AltaVista.

Human-powered directories are good if our search is a general topic, then this type of search engines powered with human crafted directories will guide us and help to converge our search and fetch refined responses,e.g. DMOZ.

Hybrid search engines use a combination of both crawler-based results and directory results,e.g.Google.

Meta-search engines are good for saving time by gathering results from different search engines at a single interface. It is excellent if we wish to know whether something is available about aparticular topic or not on the web,e.g.Dogpile.

1.2.The Three Parts of a Search Engine :

•Spider, crawler or robot
•Index, catalog or database
•Search engine software

The first part of a search engine is called the spider. The spider(sometimes called a crawler or robot) is a program that moves around the World Wide Web visiting websites.
•It reads the webpages.
•The spider returns from time to time and checks for changes.The pages that it finds are placed into the catalog.

The second part of a search engine is called the index, catalog, or database.
•This index contains a copy of each page that was collected by the spider.
•A spidered page must be indexed to become a search result.

The third part of a search engine is Search engine software.When a user requests keywords from a search engine, the search engine software sifts through all the indexed pages to find matching keywords, then returns the results/hits to the user.

1.3.Features of Search Engines:

The features like basic text search facilities, like Boolean search, proximity search, phrase search, truncation, field-specific search and limiting search are provided by almost all the search engines.

Boolean Search:

George Boole devised a system of symbolic logic in which he used three operators, viz.+,* and -, to combine statements in symbolic form. The three operators of Boolean logic are the logical sum(+), logical product(*), and logical difference(-).

Logical product or AND logic allows the searcher to specify the coincidence of two or more concepts. For example, in order to ask for information on “computers and information retrieval” the user may formulate the search satement as

(COMPUTERS) AND (INFORMATION RETRIEVAL)

Logical sum or OR logic allows the searcher to specify alternatives among search terms (or concepts). For example, with the query statement

(COMPUTERS) OR (INFORMATION RETRIEVAL)
Tsearcher indicates that items on either of these two topics, or both, will serve the purpose.

Logical difference or NOT logic provides facilities to exclude items from a set. For example, with the search statement
(INFORMATION RETRIEVAL)AND NOT(DBMS)
the user narrows his subject, in this case specifying that he or she does not require information on DBMS.

Truncation and String search:

Truncation supports searching on word stems. By using the truncation character at either end of a word. For example, if the user ask for a serach on Countr* (right truncation) this would retrive records including words such as Country, Countries, Countrywide. For example, Chloride (left truncation) might retrive records of “chloride” with various prefixes. Truncation, or masking as it is called in this conrext, is sometimes also available in the middle of words. For example, Na*ional will search for records with National and Nacional.

String seraching appears to be similiar to truncation search. For example, Employ??? might select terms with a maximum of three additional characters.

Proximity search:

The purpose of proximity searching is to refine search statement by permitting the searcher specify the context in which a term must occur, There are various different kinds of proximity operators. These can require:

Two words appear next to each other; “Information Retrieval”, Information and retrieval, Information (N) Retrieval, depending on the search system.

Two words appear within the same field, sentence or paragraph; for example,
Browser SAME Microsoft*[Same paragraph]
Browser WITH Microsoft*[Same sentence]

Two words be within a specified distance of one another, for example,
Information (W.3) Retrieval

Two words be within a specified distance of one another, with the maximum number of words to come between the two words set by the system. For example,
Stage NEXT Lighting

Range Searching and Limiting:

This type of searching is particularly useful when selecting records on the basis of numeric or date fields. Common range operators are:
EQ equal to
NE not equal to
GT greater than
NG not greatr than
LT less than
NL not less than
W within the limits
OL outside the limits

The search interfaces in the modern day search engines enables users to use above features without much effort. Many advanced search interfaces also provides enough help information for users to perform the search on the search interface itself.

1.4.Advanced search engines and applications:

Present day search engines are like encyclopaedias operating on the internet, allowing users to search and retrieve relevant digital contents. But from users perspective only requirement is to search for a desired content using appropriate search engine. Because different search engines are meant for diff erent purpose and requires different skill set to use it. Advanced search engines will satisfy the most of the users queries by providing advanced search options, thus efficiently providing solutions to users queries.

Some advanced advanced search engines are

For General Search: If users requirement is written information, the general search engines like Google is efficient one. Google with its advanced search options enable users to perform more specific search queries.

Reverse Image Search: If a users requirement to search for images then a advanced search engines like TinEye is a efficient one as this can read the content and thus making it searchable while a general search engines can look for only file names or user defined tags.

Similar Image Search: The advanced search engines like GazoPa can look for similar features in the image like texture, colour or structures but cannot recognize exact copies of a given content.

Invisible Search: The CompletePlanet advanced search engines have the application of searching the desired content from the data stored in databases which are almost invisible to the general search engines. Because general search engines mainly index the resources from the websites by following the hyperlinks one after another. This type of hidden web is known as Deep Web.

Semantic Search: Semantic search is meant for searching terms in a meaningful manner i.e. terms with exact meaning, context and definition. The search engines like Yummly based on such type of semantic search algorithms are efficient in obtaining relevant result.




Exercise:

  1. Define Search Engines? Are all Search Engines alike?
  2. Which Search Engine can be considered as the first Search Engine for the World Wide Web?
  3. Name Various Components of a Search Engine?
  4. What are Spiders? Do all the spiders function in the same way?
  5. What are Subject gateways? How are they different from Meta search Engines?
  6. Difference between Boolean Search and Proximity Search?




E LEARNING


E- Learning
Deb Kumar Bandyopadhyay


The letter “e” in e-learning stands for the word “electronic”, e-learning would incorporate all educational activities that are carried out by individuals or groups working online or offline via networked or stand alone computers and other electronic devices. Abbreviations like CBT(Computer-Based Training), IBT (Internet-Based Training) and terms like online learning, virtual learning, distributed learning or WBT (Web-Based Training) have been used as synonyms to e-learning.
One of the innovative applications of computer in the teaching and learning process is known as e-learning. Also it is considered to be highly superior to CAL(Computer Assisted Learning). E-Learning allows you to learn anywhere and usually at any time, as long as you have a properly configured computer.
E-Learning can be CD-ROM based; network based; intranet based or internet based. It can include text, video, audio animation and virtual environments. It is self-paced, hands-on-learning. The beauty of e-Learning, however, is that new software allows the creation of very effective learning environments.

According to Hall, 1997 e-Learning is instruction that is delivered electronically, in part or wholly via a web browser, through the Internet or an intranet, or through multimedia platforms such as CD-ROMs or DVDs.

History of E-Learning:

Although e-learning has been around for decades, it has seen exponential growth in the last years, mainly because of the growth of the Internet. As a short introduction here is a retrospective.


Characteristics of E- learning:


E-learning is like a cubist painting. Cubism is an effort to depict three-dimensions on a flat canvas. Cubism is like standing at a certain point on a mountain and looking around. If you go higher, things will look different; if you go lower, again they will look different. It is a point of view. Hence, to make sense of E-learning attributes, we need to consider different perspectives.

E-learning Philosophy: From philosophical point of view, e-learning is framed by the beliefs, principles, and practices of the e-learning community.

E-learning is Revolutionary. E-learning focuses on the individual learner. For years training has organized itself for the convenience and needs of instructors, institutions and bureaucracies.

E-learning is Learner-Centric Learning: In the traditional model everything revolves round the instructor – what is taught, where it’s taught and when it’s taught. Here, the assumption is that all learners have similar preparation, learning styles, hunger to learn and abilities. The learner centric e learning model makes an array of resources available to the learner, who is free to choose when, where and how to learn. The learner’s background, preparation, personality, and drive will dictate whether e learning is a faster way to learn. It certainly is more convenient and less expensive.

E-learning is Forever: It is Continuous education and daily learning. Work becomes learning, learning becomes work.

Performance is the Goal in E-learning: The objective is to become competent in the least time and with the least amount of training, not the most.

E-learning is Flexible Learning: E-learning has historically been linked with distance education and flexible learning. In distance education, various technologies can be used to link learners, instructors and resources that are removed in time or space. The hallmark of flexible learning, as its name suggests, is its adaptability to learners’ needs and circumstances.

Most E-learning is Social: E-learning seeks to foster collaboration and peers interaction. A classic study at Stanford found that Hewlett Packard engineers who watched videotaped lectures followed by informal discussion performed better than Stanford engineering students who attended the same lectures on campus. Instead of an on campus lecturer pouring content into student’s heads, the HP engineers were challenged to construct their own interpretation of the subject matter.

E-learning Involves Learning Objects: Historically, learning in educational settings has been organized around self-contained subjects or course units. In contrast, many proponents of e-learning in corporate settings envisage systems based on much smaller units of content, known as learning objects. The idea is to structure learning content into common building blocks that can be quickly found, reassembled and customized according to particular contexts and learner needs.

E-Learning is Personalized: An effective e-learning system learns about its users and tailors its offerings to their learning style, job requirements, career goals, current knowledge and personal preferences. Small chunks of learning (Objects) are labeled so systems can automatically mix and match them to assemble and deliver individualized learning experiences.



E-learning Involves Effective Communication: Like any learning process, e-learning depends on effective communication of human knowledge, whether this occurs in a face-to-face classroom or across the Internet. The effectiveness of e-learning also depends on establishing two-way communication between teachers and learners, and among learners themselves. Online technologies can also be used to foster interactive and collaborative engagement.

Different types of E-Learning:

Online Learning

This type of the e-Learning uses the courseware that is deliveredover the internet to learners at a variety of locations, where the primary intraction between the learner and the experiences of their learning occurs via. Networked computer technology. Increasingly, learning management systems are begining to serve as the basis for building online programmes wherein the learning experience is entirely mediated through a digital interface.

Blended Learning

This type of e-Learning refers to the blending of multiple modes of delivering learning. It is also known as hybrid learning. Based on the design of the learning best sources, quick approaches for emergencies, blended learning can have a mix of different environments such as the classroom, the web and the virtual classroom. In this type of learning, one can make use of different delivery technologies and tools such as mobile phones, handheld devices, laptop or desktop computers and televisions.

Blended learning offers:

Social benefits from classroom training, focusing on learning that gains the most from face-to-face interaction.

Individualization benefits of self-paced, online learning for content that requires minimum interaction.

Cost savings through minimizing the time away from the job and travel/classroom/instructor expenses.

Improved retention and reinforcement through follow-up mechanisms on the Web.

Greater flexibility to meet the different learning styles and levels of the learners.

Virtual Classroom

The objective of this type of e-Learning is to extended the traditional classroom structure by moving it beyond the physical campus to learners spread across different geographical regions. It is helpful for those who pursue their learning in the distance mode as the course is entirely accessible through online. They would benefit as that of a real- time intraction with other learners and faculty through the Internet.

Mobile and Ubiquitous Learning

This type of e-Learning is extremely flexible by doing away with desktop dependency and by leveraging ubiquitous networks and portable digital devices, such as laptop computer, PDAs, MP3 players, gaming devices and mobile phones. Since these devices are very handy, one can use them by combining informal and formal learning experiences.

CD-ROM and Kiosk-based Learning

Besides the CD-ROM and DVD that can be played on computers and televisions, e-Learning can also be designed and delivered through touch screen kiosks. This is useful when there is no dependence on the Internet and when the content has a long shelf-life or deals with generic topics. Since kiosks require simple user interaction for accessing information, it meets the learning needs of an audience with low computer literacy levels.

Synchronous E-learning

In Synchronous e-learning, communication occurs at the same time between individuals and information is accessed instantly. It is characterized by real time, simultaneous and two way communication. This is commonly supported by media such as Video Conferencing, Virtual Classrooms and Chat sessions. The most familiar form of synchronous electronic communication is real time two way text-based online chat, which is widely used in e-learning. More sophisticated forms of synchronous instruction include virtual classrooms, which use information and communication technologies to mimic a traditional classroom environment. This may involve video-conferencing or the use of shared electronic whiteboards, which allow learning materials to be created and modified in real time, either by the instructor or the learners. Learners and Teachers experience synchronous e-learning as more social and avoid frustration by asking and answering questions in real time. Synchronous sessions help e-learners feel like participants rather than isolates.

Asynchronous E-learning



As we are familiar with the use of e-mail which is also a two way communication, here the flexibility is that the sender and receiver of the message need not be online at the same time. You can check your e-mail at your convenient time. Thus Asynchronous means you need not be online at the same time. This Asynchronous E-learning is commonly facilitated by media such as e-mail and discussion boards, supports work relations among learners and with teachers, even when participants cannot be online at the same time. It is thus a key component of flexible learning. Asynchronous instruction allows participants to control their own timetables and fit learning around their other commitments. This is a major bonus, especially for adult learners. Asynchronous e-learning makes it possible for learners to log on to an e-learning environment at any time and download documents or send messages to teachers or peers. Students may spend more time refining their contributions, which are generally considered more thoughtful compared to synchronous communication. Many of the technologies used in asynchronous e-learning also permit two way communication between learners and instructors, or multi-directional, collaborative communication among learners themselves. These are some of the communication technologies most commonly used in asynchronous e-learning:

• Email is the most common form of electronic information exchange.

• E-boards allow learners and instructors to create images, text and information and present them to other participants.

Blackboard is a tool that allows faculty to add resources for students to access online. PowerPoint, video, audio, animation, and other applications are created outside of Blackboard and added into Blackboard courses for students to enhance teaching and learning efforts. Blackboard can allow you to provide multiple content formats (text, images, sound, audio, animations, graphs, etc.), which allows for students to find material based on their preferred learning style.

Bulletin Board – This is another form of asynchronous interaction, which can be used for pedagogic purposes. Bulletin boards can be used for the purpose of putting up course syllabus, time table, course specific announcements as well as a discussion forum

Blog: It is a word which is a blend of the term web log. It is a type of website or part of a website. Blogs are usually maintained by an individual with regular entries of commentary, descriptions of events, or other material such as graphics or video.

Important features of E-Learning:

a) E-Learning is dynamic: Today's content, in real time, not old news Online experts, best sources, quick approaches for emergencies.

b) E-Learning opeartes in real time: E-Learner get what he/she need, when he/she need it.

c) E-Learning is collaborative: Because people learn from one another, e-Learning connects learners with experts, colleagues and professional peers, both in and outside our organization.

d) E-Learning in individual: Every e-Learner selects activities from a personal menu of learning opportunities most relevant to his/her background, job and career at that very moment.

e) E-Learning is comprehensive: E-Learning provides learning events from many sources, enabeling the e-learner to select a favoured format or learning method or training provider.

E-LEARNING TECHNOLOGIES

E-learning is a flexible learning environment which serves a number of individual and organizational purposes by making use of a number of technologies. You will find below the explanation of various tools used under each of these technologies.



Communication Tools

As you are aware, modern technology provides us with a plethora of options for communicating.
The most common Communication tools used in E-learning include, e-mail, Instant Messaging and

Blogging.

E-mail: e-mail stands for electronic mail, email is defined as the transmission of messages over communication networks. Exchanginge-mail messages with a mentor or peer is an e-learning experience.

Instant Messaging(IM): Instant messaging is the exchange of text messages through a software application in real-time. Instant messaging allows learners to chat with one another through text messages. This has become very popular as here, everything is performed in a faster, more reliable and cohesive manner.

Blogging: A blog is your own website that you are going to update on an on-going basis. A blog is a frequently updated online personal journal or diary. It is a place to express yourself to the world and to share your thoughts and your passions. In blogs entries are commonly displayed in reverse-chronological order. Most blogs are interactive, allowing visitors to leave comments and even message each other via widgets on the blogs and it is this interactivity that distinguishes them from other static websites. Many blogs provide commentary or news on a particular subject; others function as more personal online diaries. A typical blog combines text, images, and links to other blogs, Web pages, and other media related to its topic. The ability of readers to leave comments in an interactive format is an important part of many blogs. Most blogs are primarily textual, although some focus on art (art blog), photographs (photo blog), videos (video blogging), music (MP3 blog), and audio (podcasting).

Collaboration Tools

All around the globe we are witnessing the transition towards collaborative learning. The benefits of collaborative learning are immense. It lets the learners gain from the experience of their peers and help them acquire and retain information in a more involved and engaged way. Thus, we see most of the e-learning is also Social. The learners learn through collaboration with peers in smaller or larger groups. The e-learning technology offers a number of collaboration tools to learn from one another, to work on assignments, Projects in groups and the like. Some of the popular collaboration tools include Chat, forum, wiki, online groups, audio/video conferencing, social bookmarking and social networking.

Collaborative learning forums promote learner interaction through message boards, where students can post questions and answers; text chat or forums, where learners can communicate outside the main classroom; and threaded discussions, where facilitators and students can discuss a given topic and review each other’s responses.

Wiki: A wiki is a collaborative web site that collects and organizes content, created and revised by its users. The most well-known example is Wikipedia. Wikis are a way to grow a knowledge base around a particular content area, be it best practices in a particular field or how to use a specific piece of software.

Social Bookmarking:
A social bookmarking service is a centralized online service which enables users to add, annotate, edit, and share bookmarks of web documents. Social bookmarking websites enhance and improve the learning experiences by encouraging group collaboration. They also help in organizing and saving web resources faster and easier for students. Social bookmarking services offer greater scope for research, integration, and collaboration compared to the more traditional bookmarking applications such as browsers, which offer limited functionality.

Social Networking Sites
:Social Networking site is the phrase used to describe any Web site that enables users to create public profiles within that Web site and form relationships with other users of the same Web site who access their profile. Social networking sites can be used to describe community-based Web sites, online discussions forums, chartrooms and other social spaces online. Examples include face book, twitter, Linkedln , Google+ etc.

Web Conferencing: Web conferencing is highly interactive, Internet-based applications with a rich collaboration feature set (e.g. audio/video from presenters and learners, application sharing, white boarding and markup tools, breakout rooms, polling, quizzing, hand raising and emoticon responses, slides and media, Web site tours, public/private text Chat). It is capable of scaling from small groups to hundreds or thousands of simultaneous users. In “synchronous e-Learning,” we refer to Web conferencing. Web conferencing technologies offer tremendous potential for robust interactivity and collaboration through their versatility and rich feature options. Note that the commonly trumpeted “Webinar” can refer to a Webcast or Web conference: usually one promising an expert presentation on a specific knowledge topic.

Content Creation Tools/Authoring tools

An e-learning content authoring tool is a software package which developers use to create and package e-learning content deliverable to end users. According to Wikipedia.org, “a content authoring tool is a software application used to create multimedia content typically for delivery on the World Wide Web. Content-authoring tools may also create content in other file formats so the training can be delivered on a CD (Compact Disc) or in other formats for various different uses. The category of content-authoring tools includes HTML, Flash, and various types of e-learning authoring tools.”



Thus, E-learning authoring tools are a class of products designed for people who need to create online educational or training courses that are deployed from a standard, cloud-based learning management system. Many programs can be considered authoring tools, including Flash, and PowerPoint. However, only a small group of programs specifically include support for e-learning content standards such as SCORM (Shareable Content Object Reference Model). Examples: Articulate Storyline, Composica, Adobe Authorware and Camtasia. Some of the Content Creation Tools/Authoring tools are Course and lesson authoring tools, E-book tools, Graphics and Animation tools, Assessment tools, Video and Simulation tools, Survey and Polling tools.

Delivery and Distribution Tools

SCORM: SCORM is a powerful tool for anyone involved in online training. It stands for Shareable Content Object Reference Model; it defines a specific way of constructing Learning Management Systems and training content. Content can be created one time and used in many different systems and situations without modification. Content can be delivered to the user more quickly, more efficiently, and at a lower price.

EPUB: EPUB is an e-book format. An EPUB e-book can be downloaded and read on a device like a smartphone, tablet, computer, or e-reader. It is a free and open standard published by the International Digital Publishing Forum. The term is short for electronic publication and is sometimes styled ePub.

Podcasting: As you are aware that educational content delivered through video casting as multimedia computer files on the internet can contain data in different forms like audio, images, text etc. Learners can economically access ipods thus delivered on personal computers with the help of certain technologies for playback. They can in turn interact with their teachers and peers by preparing and posting file containing assignments and other work done. Learning through this technology frees the learners from the need for physical presence in the classrooms. There are educational institutions that support podcasting by providing facilities like servers for exchanging content and also for podcasting attachment of podcasts to blogs.

Audio/Video streaming: Streaming Audio/Video is content sent in compressed form over the internet and displayed by the viewer in real time. With streaming video or streaming media, a Web user does not have to wait to download a file to play it. Instead, the media is sent in a continuous stream of data and is played as it arrives. The user needs a player, which is a special program that uncompresses and sends video data to the display and audio data to speakers. Streaming video is usually sent from prerecorded video files, but can be distributed as part of a live broadcast "feed." In a live broadcast, the video signal is converted into a compressed digital signal and transmitted from a special Web server that is able to do multicast, sending the same file to multiple users at the same time.


ADVANTAGES AND POTENTIAL DRAWBACKS OF E-LEARNING

Advantages of e-Learning to the Trainer or Organization

*Reduced overall cost is the single most influential factor in adopting e-learning. The elimination of costs associated with instructor's salaries, meeting room rentals, and student travel, lodging, and meals are directly quantifiable.

*Increased retention and application

*Consistent delivery of content is possible with asynchronous, self-paced e-learning.

* Expert knowledge is communicated, but more importantly captured, with good e-learning and knowledge management systems.

*Proof of completion and certification, essential elements of training initiatives, can be automated.

Advantages to the Learner

*On-demand availability enables students to complete training conveniently at off-hours or from home.

*Self-pacing for slow or quick learners reduces stress and increases satisfaction.

* Interactivity engages users, pushing them rather than pulling them through training.

*Confidence that refresher or quick reference materials are available reduces burden of responsibility of mastery.

Potential drawbacks

Technology dependent: Learners will need access to a machine of minimum specification as dictated by the e-learning supplier or access to a service with a high bandwidth to transfer the course materials in a timely way.

Material Incompatibility: Some materials designed for one particular system will not function properly on another (for example, the Apple Macintosh and the Windows PC). Standards will help in the area.

Unsuitable for Certain Types of Training: Any skill that relies heavily on inter-personal contact although these courses could be supplemented by e-learning.

Unsuitable for Certain Types of Learners: E-learning requires a high-level of self-discipline and personal time management. E-Learners need to be highly self-motivated to take full advantage of the medium as often the online learning experience can be impersonal. Working through 'packaged' programmes can be irritating.



Reliant of the Quality of the Content: It is too easy for some institutions to defer the photocopying costs onto the learner by placing all lecture notes and course handouts online. Such practices often mean that the course materials are in an inappropriate format for online learning. Course providers need to develop new technical skills and course design skills to suit the new medium.

Expensive: Start-up cost of an e-learning service is expensive and the cost of production of online training materials is very high. Teachers must be confident that the extra costs are balanced with the benefits of delivering a course online. Significant time needs to be invested in course set-up and in ongoing maintenance (checking links, updating course content etc.).

Reliant on Human Support: E-learning is still dependent on help on either the course materials or the software.

Social/economic disadvantage: It can limit or prevent access by some student groups (for example, cost of equipment, online access and printing).

No Match for Face-to-Face Teaching: Electronic communication does not necessarily provide a good match for face-to-face communication and is more linear than face-to-face discussion.

Too Reliant on IT Skills: Learners may have limited IT skills, or be uncomfortable with electronic communication and need to learn how to use the medium effectively.

Disabilities: Students with visual or physical impairments may be disadvantaged.

Inflexible: Flexibility may be lost as adjustments to the course in response to student reaction are not easy to make once the course is underway.

Pedagogically Unsound: The electronic environment does not per se offer a pedagogically enhancing learning environment.

Learning Management System (LMS)

A Learning Management System (LMS) is a computer software designed for the Internet to manage Learning. LMS thus is a software application or Web-based technology used to plan, implement, and assess a specific learning process. A learning management system provides an instructor with a way to create and deliver content, monitor student participation, and assess student performance. A learning management system may also provide students with the ability to use interactive features such as threaded discussions, video conferencing, and discussion forums.

LMS is the framework that handles all aspects of the learning process. An LMS is the infrastructure that delivers and manages instructional content, identifies and assesses individual and organizational learning or training goals, tracks the progress towards meeting those goals, and collects and presents data for supervising the learning process of the organization as a whole. A Learning Management System delivers content but also handles registering for courses, course administration, skills gap analysis, tracking, and reporting. Most LMSs are web-based to facilitate access to learning content and administration. They are also used by educational institutions to enhance and support classroom teaching and offering courses to a larger population of learners.



Features of Education Learning Management Systems

In formal education LMSs were first used to support distance education programs by providing an alternative delivery system. They are also now used as platforms to provide online resources to supplement regular course material and to provide courses for students who require additional flexibility in their schedules, allowing them to take courses during semesters when they are not physically present or are not attending on full time basis. This also benefits students who are disabled or ill and unable to attend regular classes. Education LMSs primarily support e-learning initiatives only.

LMS Functionality

Course Content Delivery

Student Registration and Administration

Training Event Management (i.e., scheduling, tracking)

Curriculum and Certification Management

Skills and Competencies Management

Skill Gap Analysis

Individual Development Plan (IDP)

Assessing

Reporting

Training Record Management

Courseware Authoring

Resource Management

Performance Management System

The focus of an LMS is to deliver online courses or training to learners, while managing students and keeping track of their progress and performance across all types of training activities. An LMS is not used to create course content.

LCMS (Learning Content Management System) is a related software technology that provides a multi-user environment where developers, authors, instructional designers, and subject matter experts may create, store, reuse, manage, and deliver digital educational technology (also known as e-learning) content from a central object repository.



LCMS focuses on the development, management and publishing of the content that will typically be delivered via an LMS. Users can both create and re-use content and reduce duplicated development efforts.

LCMS Functionality

Template-driven, Collaborative Content Development

Facilitated Content Management (i.e., indexing and reuse)

Publishing

Workflow Integration

Automated Interface with an LMS

Open Source Learning Management System

Moodle, ATutor,Sakai, Bodington, Claroline,Magnolia

Proprietary Learning Management System

Litmos, Blackboard and Desire2Learn






















NMEICT



NATIONAL MISSION ON EDUCATION THROUGH

INFORMATION AND COMMUNICATION TECHNOLOGY
(NMEICT)
Deb Kumar Bandyopadhyay

According to India’s Planning Commission “India is expected to become the most populous country by 2030 and its population, age between 18-13 years is expected to reach 142 million”. With this increasing trend, the government on its part, has increased the higher education budget and implemented several technology initiatives to improve the quality of higher education.


NMEICT: According to the report of Knowledge Commission of India (2006) Chaired by Mr. Sam Pitroda,” Higher education has made a significant contribution to economic development, social progress and political democracy in Independent India. But there is serious cause for concern at this juncture. The opportunities for higher education in terms of the number of places in universities are simply not adequate in relation to our needs. Large segments of our population just do not have access to higher education. The quality of higher education in most of our universities leaves much to be desired. Higher education must provide accountability to society and create accountability within. There must be a focusing on upgrading infrastructure, improving the training of teachers and continuous assessment of the syllabi. It is particularly important to enhance the ICT infrastructure. Websites and web based services would improve transparency and accountability. A portal on higher education and research would increase interaction and accessibility. A knowledge network would connect all universities and colleges for online open resources.” To cater the vast population Indian Government has taken various steps to improve the quality and quantity of Higher Education Institutions (HEIs). One such step is Government of India through its Union Ministry of Human Resource Development (MHRD) in February 2009 during 11th Five Year Plan had launched a Mission titled National Mission on Education through Information and Communication Technology (NMEICT) with a budgetary allocation of Rs 4612 crores. It is endeavor through which MHRD is synergizing the efforts taken by the educational institutions vis. IITs, UGC, NITs, CEC, IGNOU and other higher education institutions in the country.


The main objectives out of 48 objectives of the Mission are:


•Empowering and enabling students by ensuring equity and access to education through the use of ICT.
•Connecting over 400 Universities and 22,000 Colleges all over India through high-speed data networks.
•Improving faculty quality by using a unique synchronous training methodology.

•Ensuring equity by providing access to expensive equipment to students even in remote corners through innovative use of ICT.

•Making available e-content and educational videos created by the best teachers across all disciplines for UG and PG classes.



MAIN FEATURES AND INITIATIVES OF THE MISSION(COMPONENTS):
1.SAKSHAT Portal:


“One Stop Education Portal” SAKSHAT , with intelligent navigation techniques is to take care of all needs of the entire learning community by extensively utilizing e-learning concepts and ICT based methodology free of cost. INFLIBNET has taken up the initiative to create integrated e-content portal for easy access to all the contents developed under the Mission. There are more than hundred projects ongoing under the NMEICT ranging from e-content development, access to e-resources, development of software tools etc.

2.E-content Development –NPTEL: National Program on Technology Enhance Learning (NPTEL) is a joint initiative of IITs and IISc funded by this Mission provides e – learning through online FREE Web and Video based courses in engineering, science and humanities streams. The main aim is to avoid reinventing the wheel, the already available content to be digitized and indexed in accordance with subjects and the disciplines. Over 329 courses are completed and nearly 990 courses are getting generated in phase II of NPTEL. Nearly 5000 hours of lectures have been recorded by the IITs. Through Doordarshan’s Eklavya channel many video courses have been telecasted. Within two years of its lunch NPTEL website http://nptel.ac.in has been accessed by working professionals, students and instructors from 140 different nations. (S Deepti Pillai and Dr S Kevin). It gives vast opportunities for skill development and enhancing knowledge.


3.Consortium of Educational Communication (CEC): The main objective of CEC is to use effective modern media television and ICT for Under Graduate and Post Graduate courses. It is one of the Inter University Centres set up by UGC. E –content for nearly 87 subjects for UG and 71 subjects for PG are being generated by CEC along with its 21 media centers. The Digital Media Library houses at CEC has a total collection of about 20000 Educational video Programmes on various formats like Cassettes, CD’s, DVD’s, PD’s/OD’s. Every year it adds more than 2000 video programmes and E-Content in Hindi and English on various subjects.





High quality, curriculum-based, interactive content in different subjects across all disciplines is being developed under this initiative e-PG Pathshala. A gateway to all PG courses http://epgp.inflibnet.ac.in/about.php


4.Teacher’s Training: The “Train 1000 Teachers’ programme was initiated by IIT Bombay in 2009. This project envisions empowerment of teachers, through workshops conducted for thousands of teachers at one go, using a unique blend of technology and an innovative pedagogy. The main objective is to work with Engineering Colleges to enhance the teaching skills of faculties. With 42 such workshops more than 36000 teachers have been trained so far. http://www.it.iitb.ac.in/nmeict/About_T10kT.html


5.Spoken Tutorial: A spoken Tutorial is a ten minute audio video tutorial on open software developed by IIT Bombay to train students on important IT topics. The spoken part of the tutorials is also dubbed in many Indian languages. Using a series of such tutorials, one can learn even a complicated IT topic easily. The main aim of this project is to improve the employment potential of students. At present there are about 500 spoken tutorials in English and 2000 dubbed tutorials in Indian languages.





The spoken Tutorial team also conducts workshops using spoken tutorials. Any student or a faculty from any college can conduct SELF workshops free of cost with help as mentioned in http://process.spoken-tutorial.org/index.php/Software-Training#About_SELF_Workshops

Nearly four lakh students have been trained through SELF workshops by the Spoken Tutorial team. These workshops have been conducted in LaTeX, Scilab, PHP, Python, ORCA, Linux, LibreOffice, Blender, Java, C, C++, GIMP, GeoGebra, OpenFOAM and Oscad. It also conducts online tests and gives certificates to those who pass the test free of cost. Not only this project promotes skill development but it also generates remunerations which are shown in figure below.


Few other initiatives by the Mission:

6.Free and Open Source Software for Education – FOSSE: this project provides free support on FOSS to eliminate the use of commercial software in education. Students and teachers from many colleges across India are participating in, and benefiting from these activities. http://fossee.in


7.E-Yanta Robotics in Higher Education: the goal of e- Yanta is to enable effective embedded systems and Robotics education across engineering colleges in India.

8. Virtual Lab: To complement the NPTEL, this project is to design and develop Virtual Lab in various areas of Science and Engineering in order to benefit maximum students. Around 50,000 students have used this and have provided feedback.



Questions:

  1. Write a short note on NMEICT?
  2. Write down main objectives and components of NMEICT?
  3. Write a short note on Gyan Darshan, Gyanvani, Hepatic technology?

      

DIGITAL DIVIDE


Digital Divide




As teachers, we know that great inequalities exist between school districts, within school districts, and sometimes even within schools themselves. Rarely is there technological equality across an entire population. Typically, there are students who are digitally adept, who have devices and Internet access at home. These students, known as digital natives, have grown up surrounded by technology and have already acquired a basic level of technological proficiency. In other cases, you may have students whose only exposure to technology is at school, and many students probably fall somewhere in between.



The digital divide refers to the inequality in access to technology that exists between communities due to regional and demographic differences, particularly socio-economic groups. One of our goals as teachers is to help bridge the digital divide so that students can acquire the technological skills they will need to be successful as adults. While some students are considered digital natives, having grown up immersed in technology, other students, for a variety of reasons, have not reached this level of technological skill.


Getting the Technology Into Your Classroom



The first step in bridging the digital divide in our class is to get technology into the hands of students. Start by assessing what technology you have at your disposal.



Inventory the Technology Available



Quite possibly, there are items that you may not have considered because you don't always use them in your classroom (or perhaps, they are items that have been around forever). Before you try to bridge the digital divide, you will need to thoroughly assess what technology your school has to offer, even if you share it with your colleagues.


BYOD - Bring Your Own Device



If you lack technology at your school, you may want to consider using BYOD - Bring Your Own Device. In this model, students bring in a device from home (a laptop, tablet, smartphone, etc.) to use during classroom instruction. One benefit of BYOD is that students will have devices in class that they should already know how to use. However, there are also definite drawbacks. Depending on the socio-economic breakdown of your class, you may have students who don't have a device to bring. Another issue you will encounter is that the variety of devices will make it more challenging to ensure that the websites or applications you are using work correctly on all devices.



Before you decide to use BYOD, there are a few other things you will need to consider, especially in cases where your school district does not already have a policy in place regarding BYOD. First, you want to make sure that your school will even allow students to bring their own devices to class. Next, you will also need to consider whether or not students will be able to connect to the Internet on your school campus. If so, you should make sure you have mastered the connection procedures since it is unlikely there will be just an 'open' network available.



Finally, if you do have Internet access on your campus, another issue you will need to consider is what safety precautions exist to protect students while they are online at school. You will want to make sure that a filtering device is in place to prevent students from wandering too far afield on the Internet superhighway.


Evaluating Students Technology Skills



Once you get devices into the hands of your students, you will need to evaluate how adept your students are at navigating the technology you want to use in the lesson. Anytime you are designing a lesson for your students that incorporates technology, you will need to evaluate the learning outcomes against the skills the students will need to be successful.


The Technological Balancing Act



In evaluating your lesson, you may discover that you will have to teach students new skills in order for them to successfully use the technology and master the content. However, you need to strike a balance - especially if you are a core content teacher. Sometimes you may be too ambitious, and the necessary technological skills will outweigh the content you are trying teach.



Before you design your lesson, consider your population and inventory the skills they have, and what skills they will need for the lesson. If there are several skills to master that are unrelated to the content, that should be a red flag. Try to redesign the lesson and strike a balance between content and technology.


Providing Students With a Framework to Use Technology



At this point you have made progress; you have technology in the students' hands, and you have evaluated whether or not it is appropriate for your lessons.



Now, how will you share your technology-based lessons with your students? Don't assume that this will be the easiest part - in fact, it can be the most challenging. Your impulse may be just to email it to your students. As easy as email seems it can be unreliable, and it may be confusing to students, especially if they are not digital natives.



A simple strategy to share technology-based lessons with students is through a website. There are numerous free, or nearly free, tools that allow you to design websites for your students. This method allows you to organize those tools so that students can easily return to them time and time again. If you feel like your students have a reasonable level of technological skill, you might choose to use a free virtual classroom such as Edmodo. Virtual classrooms provide you with a variety of tools to share technology-based assignments, as well as a method to assess students online.



 
 





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