Going a step beyond SCORM, Upside Learning has now integrated Tin Can API into its proprietary courseware framework for custom eLearning and mobile learning. These Tin Can compliant courses can be developed for desktops, as well as mobile devices, including tablets.
As a leading provider of world–class learning technology solutions, Upside Learning has always adhered to the latest learning standards in creating and delivering eLearning and mLearning solutions. Integrating Tin Can API into its solutions was only a natural progression for the company.
Integrating Tin Can into its proprietary courseware framework enables Upside Learning to create custom learning courses for desktops and mobile devices (including tablets), tailor–made to its client’s requirements. Clients can thereafter track and report their learners’ actions carried through these courses. These actions, defined in a simple noun–verb–object format, can help an organisation get a comprehensive view of their learners’ learning activities – be it completing a course, watching a video, taking an assessment or something as simple as opening a course. Further, these statements can be sent to any LRS (Learning Record Store). LRSs can share data and transcripts with one another, ensuring that the learners’ experiences follow them from one LRS (or organisation) to another.
At the recently concluded DevLearn 2012, held in Las Vegas, USA, Upside Learning’s integration of Tin Can API into its proprietary framework was demonstrated as a part of the Watershed showcase. Watershed is an application created for DevLearn 2012 to act as a single LRS endpoint for all Tin Can statements being generated at the event.
Future plans for the company include integration of this new standard into its other learning solutions like UpsideLMS and Upside2Go.
Tin Can API
is a new learning standard, which overcomes shortcomings of previous standards and generates comprehensive user data for better learning and training analysis. It recognises and communicates about a wide range of learning activities, which include mobile learning, simulations, virtual worlds, serious games, real–world performance, social, experiential, offline, collaborative and traditional learning.