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6.1 eLearning
eLearning has many definitions. Most broadly it covers any form of technology enhanced
learning mechanism. This can range from blended learning environments where
electronic and traditional face-to-face classroom learning are combined in effective ways
to completely non-face-to-face distant based education delivery where the learner has no
physical interaction with any other participant in the learning process.
eLearning can be categorized along several axes: the underlying pedagogical
assumptions, the content model employed, and the size, distribution and level of network
access of the learners.
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Rich Content
While many eLearning courses still consist of uploaded text, word processed documents
and presentation slides, the move is to recognize the importance of using richer content
able to provide more authentic learning environments. These include animations, audio,
video and interactive content.
Learning Objects
Many eLearning courses still are created in a way which makes them virtually impossible
to be used again in a different context. Their content can only be used in their entirety.
The move to breaking down courses into lessons and finally to learning objects
consisting of assets are gaining momentum and are envisaged and will eventually make
the creation of content more cost effective. The Sharable Content Object Reference
Model (SCORM) standard is one of the earliest attempts at standardizing this process.
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eLearning on Wikipedia:
http://en.wikipedia.org/wiki/E-learning
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6.2 eCommerce
eCommerce and eBusiness are sometimes interchangeably used terms which refers to one
of two broad definitions. The narrow end definition is the activity of buying and selling
products and services on the web (figure 6.2). The broad definition is using internet
technologies to perform any business process. This latter definition includes all business
activities of an organization including selling goods and services, collecting payments,
ordering materials and supplies, hiring personnel, shipping finished goods to customers,
identifying new and loyal customers, managing the manufacturing process, quality
control and testing, paying bills, and planning.
Some users limit the scope of eCommerce to the former and refer to the latter as
eBusiness while others do exactly the opposite. In this course we will use the terms
eCommerce and eBusiness interchangeably to mean the same, broader (second)
definition above. Using this definition eBusiness is not limited to for-profit companies
only, but rather also could refer to activities of non-profit organizations.
eCommerce may also be classified in two common ways: the first by the type of
participants (businesses, consumers or governments) is the more common way; but a
second classifies it by the types of activities covered (make sales, provide services, buy
materials, hire people etc.).
Classification by Participants
Under this classification, a company which sells goods to individuals is called business to
consumer (B2C) eCommerce. Similarly a business selling goods or services to another
company or non-profit organization is said to be involved in Business to business (B2B)
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6.2 eCommerce
eCommerce. Companies also have business dealings with government agencies and this
kind of eCommerce is known as business to government (B2G) while consumers dealing
with consumers in an online auction for example are said to be involved in consumer to
consumer (C2C) eCommerce.
It is not too difficult to extend this terminology to cover areas such as G2C to
refer to so called citizen services of a government (one aspect of eGovernment) and G2G
to refer to dealings between various government agencies (another aspect of
eGovernment).
Classification by Activities
This scheme is organized around what the business activities are designed to accomplish.
The way a company sets about its business is called its business model. While this would
defer from industry to industry and company to company, they all must necessarily
generate revenues and pay the associated costs concerned.
The early days of eCommerce (in the mid-1990s) saw many new companies
forming only for online eCommerce without proper business models. The lead to the
bubble burst of 2000 where many companies which were highly over-valued based on
the false hopes of online commerce failed. Since then, companies have been much more
careful to use the web as a medium for improving the business processes for which they
already had a solid business model.
In this classification, companies which find ways of enhancing their sales,
expanding their customer base, and streamlining the delivery of goods and services are
said to involve eCommerce in revenue model processes. Those which employed internet
based systems to improve their purchasing, hiring, receiving, and manufacturing
processes are said to involve eCommerce in their operational model processes.
The main expected benefit of eCommerce is to finally contribute to increased
revenue while helping in reducing operational costs. This way, eCommerce is able to
reduce the transaction costs involved in doing business in order to enable a company to
create a competitive advantage over another in its domain.
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use intranets to improve efficiencies of their internal operations and extranets to enhance
their relationships with suppliers and customers.
One common mechanism used by companies to help manage their partners better
is through creating profiles which can be customized by the partner (usually customers).
In this way for instance, a company can set up alerts for products and services which may
be of interest to the customer concerned.
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6.2 eCommerce
eCommerce on Wikipedia:
http://en.wikipedia.org/wiki/E-commerce
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