E-learning can be defined as the use of technology to deliver a broad array of solutions to enable learning and improve performance.
Many organizations and institutions are using E-learning as an effective and efficient training tool at a lower cost compared to traditional training, to reach a wider target audience by engaging learners who have difficulty attending conventional classroom training due to various reasons.
E-Learning is a good option when:
- There is a significant amount of content to be delivered to a large number of learners;
- Learners come from geographically dispersed locations;
- Learners have limited mobility;
- Learners have limited daily time to devote to learning;
- Learners have at least basic computer and internet skills;
- Learners are required to develop homogeneous background knowledge on the topic;
- Learners are highly motivated to learn and appreciate proceeding at their own pace;
- Content must be reused for different learners’ groups in the future;
- The course addresses long-term rather than short-term training needs;
- There is a need to collect and track data.
KCDF with the support of TechSoup was tasked with developing E-learning courses focused on improving the organizational capacity of non-profits under the YETU Initiative project with a strong bias on promoting local resource mobilization.
Additionally, the Change the Game Academy classroom and online courses that aims at building capacity of organizations at the grassroot level through local fundraising as well as securing their basic rights and services from duty bearers, referred to as mobilising support. The programme is a partnership between KCDF and Wilde Ganzen Foundation.