Learning Technology: Then and Now
E-Learning in 2000
- Create courses/sims with Authorware, Director or Dreamweaver by Macromedia – all of which required you to have moderate to advanced tech skills, or with HTML/Javascript or with some very difficult and complex authoring tools
- Create two course versions, since Netscape offered Java and Microsoft did not – they were in a fight with Sun (so you had to add a browser sniffer in the code)
- People were using either a 56K modem or less; and even though it was advertised at 56K, in reality it was 52.3Kbs. In Boston you were lucky if you hit 38K on a good day
- A great majority of businesses were not running T1
- 3rd party off the shelf content was always in English, to locate another language would cost a significant amount of dollars
Outputs
- Desktop or laptop computer; but the majority of people had a desktop
- Systems, e-learning products were hosted on your own server, very few were in the cloud
- Globalization did not exist in the e-learning market
- People had PDAs, but it was still growing, and really who would want to take a course on a Palm?
- We watched television on a television, simulations as games, was unfathomable
- Creating courses in 100% Flash, rare
Now – 2011
- 115+ rapid content authoring tool vendors, anyone can create a course, even with limited to zero technical skills
- Simulation content authoring tools in the market, regardless of your tech skill set – you can create them
- Courses in HTML5 rare, Flash? The norm
- 3rd party off the shelf multilingual content standard
- Majority of end users access via DSL or Cable
- Most businesses have T1 at the minimum
- Access e-learning via the desktop, laptop, mobile and even the television – streamed from your computer
- On the Go truly exists – taking the wherever, whenever you are – a whole new meaning
- Collaboration in real time, regardless of what time of the day or where in the world are you located – exists
- Video conferencing is as simple as a tiny web cam in your system, even with your tablet
- HD video is available for e-learning courses, materials, web conferencing and more
- More and more systems are cloud based only, with the rarity of having the product or solution on your own servers
- Virtual worlds
- Open source, APIs, Mashups
Where is it going?
- Higher interactivity with Kinect technology & touch free gesturing – thus you can become part of the course via your gaming device or a stream onto your television or tablet
- Augmented Reality via the tablet or laptop
- HTML5 content with APIs, Mashups integrated
- Social Gaming Learning
- Virtual worlds with streaming video, audio and real time video chat/presentations
- Stronger social learning features and capabilities
- Cloud based e-mail within a LMS, that can replace your current email system
- Cloud storage for each end user, within a LMS or learning platform
- The End of the LCMS

