Learner
by Bert Nelvin Manto
1. Rich Media
2. Modules
3. Gaming
4. Videos
5. Image
6. Motivation
7. devise using to access
7.1. PC
7.2. Tablet
7.3. mobile phone
8. Personel/environment
8.1. Individual/alone
8.1.1. eLearning
8.2. Cooperative
8.2.1. Synchronous
8.2.1.1. classroom
8.2.1.2. Technology assisted(Skype,Google,Hangout,etc)
8.2.2. Asynchronous
8.2.2.1. social media
8.3. blended
8.3.1. classroom with access to instructor
9. Objectives
9.1. Formal
9.1.1. Degree/diploma
9.1.2. Training
9.2. Informal
9.2.1. Job/Career
9.2.2. Personal/Recreational