Beschreibung

In this course, you will receive an introduction to the fundamentals and possibilities of E-Learning. You will learn what E-Learning is and explore its various formats and methods – from learning videos and Blended Learning to hybrid learning, Gamification, and Virtual Reality. The course highlights how digital education can be made not only accessible to a broad audience but also tailored to individual learner needs.

Additionally, you will discover how E-Learning can leverage approaches such as the Inverted Classroom and Game-based Learning to make learning processes more interactive, enhance understanding of complex topics, and support self-directed learning phases. The focus is on the potential of digital education to foster inclusion and open educational pathways. By the end of the course, you will understand how E-Learning can contribute to humane education and promote a wide range of competencies.

Course Structure

  1. Welcome
  2. What exactly is E-learning?
  3. E-learning: Formats and Methods
  4. E-learning: Digital Education for All!
  5. Your Courses in the DLC
  6. Wrap-up

Zielgruppe(n)

People aged 16 and older, students, teachers, companies, employees in small and medium-sized enterprises (SMEs), seniors, job seekers, trainees, general population.

Note on the recommended age:
It is generally recommended to complete the trainer program from the age of 16. However, it is up to you to assess your individual suitability for the trainer program and your willingness to engage with the course content independently — regardless of this age recommendation. The course content is partly written in academic language and contains technical terms that require an appropriate level of abstraction and language comprehension.

After successfully passing the final task, all graduates receive a personalized trainer certificate. This trainer certificate qualifies you, among other things, to independently conduct DLC learning offerings from the age of 18.

Lernziele

After completing this course, you will…

  • understand that digital learning offerings can reach a broad audience while also addressing individual learner needs,
  • recognize how interactive learning management systems, social media, and video and collaboration tools can enrich and complement in-person sessions,
  • be familiar with approaches such as the Inverted Classroom, Game-based Learning, and digitized learning formats that activate learners and make complex content more understandable,
  • see the potential of digital learning to intentionally support individual self-directed learning phases,
  • know how E-Learning can contribute to the development of professional and comprehensive competencies,
  • understand how E-Learning can be used to make education more inclusive and promote open educational pathways for all, and
  • be aware of how individual, collaborative, and participatory learning processes can contribute to holistic education.