The report contains a mixture of generic and customized information. Specifically:
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The Planning Process Used This report is generated through a computer aided planning process displayed in the following figure. The ePlanner, covers five phases (P0 to P4) where each phase is supported by an advisor that provides phase specific guidance. The first two phases (P0 and P1) capture country and service specific information. Phase 2 generates a customized plan based on P0 and P1. P3 supports execution of the plan and phase P4 supports monitoring and control with heavy emphasis on project management and quality controls The Planner relies heavily on a pattern repository that houses government patterns, industry patterns, application patterns, platform patterns, network patterns, security patterns and integration patterns. Basically, the user conducts a simple interview with the ePlanner that locates the most appropriate patterns and then these patterns are modified, extended and combined with other patterns to produce country and problem specific solutions. The outputs produced by the ePlanner contain a mixture of generic and customized information. The generated plans can be further customized by the local experts and consultants. The ePlanner attempts to produce about 70% complete plans in less than an hour, the rest is done by the local experts. This computer aided planning process is based on the basic principle that most people are better editors than creators. |
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Government Model |
Government Pattern
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2. |
Service Model |
Service Synopsis: Distance Learning and eLearning Service1. Name of the eServiceDistance Learning (General) 2. Government AgencyEducation (E-Learning) 3. Overview (one paragraph with a conceptual diagram view)Simply stated, e-learning comprises all forms of electronically supported education (i.e., e-education). This term is most commonly used for distance learning over the Internet where the remotely located students and instructors are interconnected through the Internet. Developments in Internet and multimedia technologies are the basic enablers of e-learning. In modern settings, e-learning typically includes Web/computer-based learning, virtual classrooms and digital collaboration. Content is delivered via the Public Internet, and intranet/extranet via media such as text, image, animation, streaming video and audio. e-Learning is being used heavily in K-20 and professional education. In some cases, e-learning is 100% online, with a mixture of synchronous and asynchronous methods (explained below). e-Learning systems, as shown in the diagram, consist of the following key components: Course development capabilities in electronic format Course delivery mechanisms, typically over the Internet Course management and administration facilities over the Internet Course evaluation (e.g., exams and quizzes) over the Internet The e-learning content is delivered by using the asynchronous (self-paced), synchronous (instructor-led) or mixture (e.g., virtual classroom) communications: Asynchronous communications allow participants to engage in the exchange of information without the dependency of other participants involvement at the same time. These activities use technologies such as email, blogs, wikis, and discussion boards. Asynchronous e-learning gives students the ability to work at their own pace, thus reducing stress and scheduling problems. Synchronous communications involve the exchange of information between several participants during the same period of time. A telephone call (through Skype, for example) or face to face discussion is an example of synchronous communication. Synchronous e-learning is typically instructor led and requires all participants to join in at once, as with a telephone conference call or an online chat session. Mixtures of communication technologies are used in many e-learning environments. A good example is a virtual classroom environment. In virtual classrooms, participants use icons called emoticons (e.g., smiley faces) to communicate feelings and responses to questions or statements. Virtual classrooms commonly include text notes, microphone rights, and breakout sessions that allow the participants to work collaboratively in a small group setting to accomplish a task or to have private conversations with the instructors. Participants can also use a white board for discussions. Some virtual classrooms also allow sharing of desktops, with proper permissions. In short, virtual classrooms attempt to simulate as close to a real classroom environment as possible. From Distance Learning to e-Learning 2.0Distance learning implies education for people who are not physically close to the instructors. The term e-learning in the modern settings implies distance learning by using the Internet and the Web. e-Learning 2.0 goes a step beyond by relying on Web 2.0. Conventional e-learning systems are based on asynchronous model where instructional packets are delivered to students over the Internet, assignments are sent to the instructor through email, and sent back with evaluations. e-Learning 2.0 places increased emphasis on social learning by using the Web 2.0 software such as blogs, wikis, podcasts and virtual worlds (e.g., Second Life). e-Learning 2.0 is much more synchronous than the conventional e-learning it relies on conversations about content. e-Learning 2.0 also uses virtual classrooms (online and discussion forums) as an online learning platform. Terms such as Mobile Assisted Language Learning (MALL) are used to describe language learning through handheld devices.
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Relevant Case Studies and Examples |
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4. |
Strategic Suggestions and Policies/Procedures |
Cost and Benefit Analysis: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strength, Weakness, Opportunities and Threat Analysis: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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ACQUISITION STRATEGY ANALYSIS: | |||||||||||||||
RECOMMENDED STRATEGY Outsource
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Policies General Suggestions
Selected Samples from Vendor Publications
Scholarly Resources on Policies (Sample)
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Due to Centralized strategy selected, it is easy to implement uniform policies |
Suggested Policies and Procedures for Success |
Readiness Suggestions:
Legal, Policy and Regulatory Suggestions
Information Policy
Ensuring Information Quality
Procedures and Processes Suggestions
Technology Suggestions
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Special policies consideration for Small Island & Developing States An institution such as government, NGO or community responsible shall
Note: These policies consideration are implemented by government of Zanzibar in depth |
Business Processes: | |
Distance Learning | |
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Management Considerations |
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6. |
Technical Specifications |
Application: | ||
Strategy | Buy | |
Support |
Client/Server App Client Side: handset client (microbowser) Server Side: Web Portal with XML and Social Network features |
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For Centralized |
It maximizes use of common resources. It makes standardization easier. It is easier to monitor and control. |
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COTS | None Chosen |
Platform: | ||
Computing Load | Low | |
Machine |
MOSS 2007 [4GB RAM, 90GB Hard Disk] HP c7000 Blade server HP Modular SAN Array 1000 |
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Middleware |
Standard middleware (e.g., RPC, RDA, MOM) Database and Transaction Processing middleware needed for slow networks, restricted to - Text based transactions and forms - No flash support) Wireless Gateways Middleware needed for transaction processing |
Network: | |
Solar powered networks Wireless networks (cellular, wifi) Wimax More reliable networks needed for transaction processing |
Security: | |
ID, Password based security SSL, VPN, PKI Wireless security Mobile application security For Decentralized: Harder to secure and recover Transactions services need higher level of security |
Special considerations | |
a portal that can handle all business processes within this Service |
Architectural Consideration: | |
a portal that can handle all business processes within this Service |
7. |
General Integration Issues |
This architecture document uses a service oriented architecture (SOA) based on components that provide these services. The components consist of the following (see the diagram)
Overall Integration Strategy Using SOA SOA is especially suited for integration of diverse enterprise applications that include data warehouses and migration of applications. In particular, an SOA ESB (Enterprise Service Bus) provides a collection of technologies (middleware such as Web Services, adapters/gateways for protocol conversion, data transformers, transaction managers, and work/process flow systems) that allow diverse applications to talk to each other. For example, an ESB platform can allow new EB applications written for Web users to seamlessly communicate with back-end mainframe-based ERP systems, data warehouses and databases. At their best, ESB platforms hide all the complexity needed to enable interactions between applications that were developed at different times by using different middleware technologies. Thus ESB platform is not a new technology rather, it is a combination of well-known technologies that can integrate multiple applications. All applications (business components) provide services that are invoked through well defined interfaces
The following diagram shows a physical view of SOA architecture that
can be customized for this particular problem
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8. |
Problem Specific Integration and Interoperability Issues |
Front-end Considerations
Back-end Considerations
B2B Considerations
Infrastructure (Technical) Considerations
Management Considerations
Special Considerations
For Interoperability: A common approach used in
interoperability is an ontology mapping table (OMT). Simply stated, ontology
represents a vocabulary. An OMT translates the terms in one system to the other
and thus provides the bridge between disparate systems (see a simple example
below).
Many organizations are pushing the use of the Semantic Web (with XML) for interoperability with focus on eGovernment, eHealth or eBusiness. Examples are:
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9. |
Total Cost of Ownership (Estimated) |
TCO is a financial estimate that helps consumers and enterprise managers determine direct and indirect costs of a product or system. For ICT projects, TCO attempts to offer a statement on the financial impact of deploying an information technology product over its life cycle that includes software, hardware, and training. Please read this Disclaimer and Assumptions A) The core costs for computer hardware and programs
Many other ownership costs need to be considered (click here). You can go through the ownership list and accurately estimate the cost of ownership or use the following industry rule of thumb published by groups such as Gartner. B): Rule of Thumb Ownership Overhead Cost Estimate= A x 0.75 (0.5 to 1.0) Use 0.5 if the items are mainly software, 1.0 if they are mainly hardware and 0.75 if mixture. In some cases (e.g., servers), it may be more than 1 TCO = A + B = $175000 This estimate is initial rough order of magnitude estimate and actual cost is expected to lie between -50% to +100%
Country Specific details
If you want to finance this project, please click here
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10. |
Total Time for Implementation (Estimated) |
10 Days
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11. |
Country/Region Specific Details |
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