A method of education depends on information and communication technologies and multimedia to provide educational content and delivery of skills and concepts of the learner in the active position to interact with the content, teacher and colleagues. Simultaneously or asynchronous in time, space and speed to suit the circumstances of the learner and his ability, and manage all activities of the scientific and the educational requirements in electronic form through electronic systems designed for these purposes.
The advantage of e-learning:
1- Makes the education more flexible. 2 - Helps to communicate, cooperate and participate between faculty members. 3- Eencourages cooperative learning and teamwork and to link groups of learners to each other. 4- Takes into account the individual differences between students. 5- Provides education for people whom circumstances and their job prevents them from attending 6- Multiple methods of teaching to suit the individual differences and the type of learner. 7- To improve and enrich the quality of education and the development of intellectual capacity. 8-Communication tools provide full opportunity for the learner to discuss and debate and to give his opinion anytime without embarrassment.
Is a learning methods, which represent the various ways of communication and connection. It is an essential role in overcoming the problem of long distances that separate between the teacher and the learner to interact. This method provides learning opportunities for large numbers of students who cannot afford a full-time to join the formal learning. Distance education has gone through several stages. At the beginning it uses traditional methods such as mail and radio. Those methods developed into electronic technique and became a form of e-learning.
It is a model of integration strategies for face to face traditional learning via e-learning tools. A blended learning aimed to prevent the defects of the traditional learning. It is also called a mix learning or a built-in learning.
It is an educational pattern that combines the teacher and the learner at the same time using educational tools, such as: Virtual Class Room, (VCR), Bb Collaborate, Chatting, Audio / Video conference and Dimdim. Synchronous education is provided by using variety of systems such as Blackboard and JUSUR system.
It is an educational pattern that does not combine the teacher and the learner at the same time, based on the interaction between the teacher and the learner or the learner and the learners by using an interactive learning tools. The Non- synchronous learning tools, provided by using the following :Educational Forums, Social Networks, E-Courses, E-Mail, Blogs and Wiki's. It also provided by using a variety of systems such as Blackboard, JUSUR, Sakai and Moodle.
It is the use of small wireless devices and handheld; such as mobile phones (Mobile), personal digital assistants (PDAs) ,smart phones , and small personal computers (Tablet PCs). To ensure that the learner from any place at any time can reach the educational content in order to achieve the flexibility and interaction in the processes of teaching and learning. Mobile devices can transfer voice or visual lectures. They can also access to the curriculum , receive, submit the assignments ,self-testing and communicating with students through these mobile devices .
Learning management systems and content:
It is a system that provides e-courses and scientific content in an organized and easy way to navigate .It also allows the management of these courses, follow-up e-students and the learning process. The system gives the opportunity for students to enter and browse the course material and the recorded lectures. Also, they can attend lectures by using various communication technologies (computer and mobile devices). Most learning management systems and content involved in many characteristics: registration, scheduling, content delivery and tracking, communication and record grades, tests and assignments. The most popular learning management systems are: BlackBoard, Moodle,Sakai,Jusur and Tadarous.
Virtual Classrooms Systems:
It is a system dedicated to hold lectures and allows the students to meet directly through the Internet to view the content of education in all its forms, sound, images and answering students questions. The system uses the virtual classroom tools and applications that enable the teacher and students to communicate together, and requires the presence of them at the same time regardless of where they were. The system logs and follow-up attendance and absences electronically, it can also provides recorded lectures. In case of the inability from attending, the students can attend the lecture via the internet on time. Components of virtual classrooms system : Whiteboard, Conference Video, Conference Audio and chat rooms. Examples of virtual classrooms systems : Blackboard Collaborate, Centra and Fussol system.
Class Recording / Capturing System:
This system is used to record lectures in all its activities and events. Then, make it available for students to browse through the Internet and the various means of communication at any time and any place. The students can download and save lectures on their computers and mobiles. Examples of Class Recording / Capturing System are: Echo 360 and Tigrity system.
Multi Educational System or Educational Content Form Systems:
The systems contain tools and programs that help teachers, educational writers, and designers in developing and publishing the learning courses of the management systems, or web sites, without having to master any programming language. These systems or programs provide simple tools, teaching aids and templates to use. Such as, page templates, and evaluation. Examples of educational content form systems: ToolBook, Raptivity, Articulate, Lectora, Captivate, Authorware and Course Lab programs.
Tests Forming and Questions Banks Systems:
Systems that provide the possibility of formulating questions ,forming tests and building a question banks. And thus to organize the tests, opinion polls or questionnaires. They also allow the establishment of multiple types of questions, tests on paper, tests on the Internet or internal network. These systems can be linked with learning management systems and can be available within the integrated e-learning environment. Most of the learning management systems contain, private subsystems of forming and publishing electronic tests. Examples of tests forming and bank questions systems :Question Mark system ,Prometrics system and Respondus program.
Learning Object Repositories:
Digital system on the Internet which save and index the Learning Objects and categorize it for easy access ,participation and re-use. Example , Harvest Road Hive system.
Term given to any site that provides and supports the sharing options, interaction and cooperation in the content. It depends in its composition on social networks. Examples of e-learning 2,0 : Wikis, Blogs ,Podcast ,Second Life and Internet Games.
Interactive whiteboard, it also called the electronic Smart Board. It is one of the methods and techniques used in the e-learning. It is a large computer screen that you can share with the spectators and operated by using the finger instead of using the mouse. This method used for communicating through the Internet and interact with presentations. Also it allows the user to save, store ,print and send what has been explained to others.
Small devices that allow you to browse, read and download e-books easily. It also allows books searching ,audio reading of the texts and adding comments. These devices had the advantages of lightweight, inexpensive, can be read in any place and at any seating position with high storage capacity.
Technology that transfers sound and image of a group of people in a place to another group in another part of the world. It is used in transferring lectures and distance meetings to save cost, time and effort.
Technology in which simulate the complex process or difficulties that exist in reality, by using tools and devices connected to the computer. It also allows them to deal in a similar environment to reality. The user feels as if he was dealing with the reality. Examples : medical simulators and flight simulators.