The concept of online course management system(CMS) started in the early 20th century
through the use of audio and video communication for remote or distance learning.
This was further developed in the 1980s when the use of computers began prominently in the delivery of learning materials and in some form of assessments.
The emergence of teaching via the internet was first seen in the 1990s and allowed
for more sophisticated class delivery, exercise and practice programs and more
As an example, the CMS, Moodle Learning Management System (LMS), one of the world's leading course management
systems, is used by hundreds of millions of learners around the world. Its origins can
be traced back to Moodle founder and CEO Martin Dougiamas and his experience of
attending school through distance education in the wilderness of Western Australia.
His positive experience with remote learning sowed the seeds of his vision in the late 1990s to use the characteristics of the Internet to take education beyond physical classrooms that have barely changed in hundreds of years. The first official release of Moodle 1.0 took place in 2002, and over the past 20 years, Moodle has evolved through a commitment to pedagogy, open source philosophy, and a collaborative global community of like-minded educators and technologists.
It is possible to have a diagnosis of the progress and success of the employees with
the training because the CMS system generates data that is stored on the platform,
thus, administrators have access to: professionals who completed the course with or
without success, amount of time dedicated to each content, test results and other
information relevant to the company.
These generated data can show competence gaps, professionals with the potential
to be promoted, more effective methodologies for their audience and other
information that can help the company to create a high performance team.
In the CMS, learning is dynamic because, as already mentioned here, it is possible
to implement content in different formats: text, audio, video and animations. In
addition, some offer interaction with other users, which allows even more
engagement between employees and the platform.
What Has Changed With The Arrival Of The CMS?
The CMS has transformed the relationship of companies, educational institutions, as
well as students with distance learning, because it has made this method more
accessible to all of them. It started to offer crucial resources for the learning process
to occur more easily and at lower cost.
From this, the organization is able to allocate more time and resources in the stages
of planning and evaluation of the performance of the employees.
Who Can Use An CMS?
The system can be implemented in the learning processes of different institutions –
such as schools, universities, NGOs, public bodies, autonomous teaching
professionals in different subjects and companies of all sizes and sectors – as it
allows the creation of varied educational content and a certain customization. of the
platform to accommodate the specific needs of each operation.
In other words, everyone who wants to use online teaching as a way to train,
educate and empower a particular audience and who have access to technology,
such as the internet, can take advantage of this innovation to improve the teaching
and learning process and even competitive advantage and service differential.
Adoption Of CMS In Companies:
As said, companies can also use this technology to improve learning processes. It is
possible to use the system in the training of the internal public, such as employees
and partners, in the onboarding or integration of new employees and even with
customers, teaching them how to best use the product, for example.
Corporate Training Is Important To Align Knowledge:
of the team in relation to the product sold or service provided by the company –
ensuring that the correct information is passed on to other audiences -,
disseminating content about news, developing personal and professional activities –
such as teaching sales, negotiation and interpersonal relationship techniques – and
also about internal values and norms.
The use of the CMS in this case helps to streamline the learning process, making it
more attractive and accessible, as well as helping HR to monitor and evaluate the
performance of participants with solid data.
Instead of the company having to reserve space and time, invite a specialized
instructor or move someone from its team and hold on to this moment to educate its
target audience, with the CMS a virtual environment is created for the public to
access the previously produced informational content at your own pace. In other
words, more flexibility and freedom to train employees, leaders and customers.
The Future Of CMS:
The future of the CMS focused on educational institutions is aimed at improving the
platform so that it generates a greater educational experience for students, adding
new features that make it more efficient and impactful.
In this case, content customization according to the student's profile, real-time
interaction elements, gamification and easy access to content creators are some of
the trends that will be promoted in the future.
The New Trend Of Educational Processes:
Education has undergone several transformations in recent decades. Before, there
was only face-to-face teaching, with the disadvantages of lack of flexibility and costs;
then distance learning brought more freedom to students and instructors and, with
CMS, the process became more accessible and dynamic.
However, a newmethodology has emerged to further revolutionize education.
Gamification is the new evolution in learning processes, with features that meet the
needs of today. The public's attitude is not the same as it was years ago: now it is
not enough just to passively consume information and knowledge, people also want
to interact – including when studying.
In this sense, gamification stands out from the CMS by allowing interaction,
collaboration and more dynamism to users, combining the logic of games with
objectives that are not limited to entertainment, such as learning.
Its methodology helps in retaining information by associating it with the pleasure of playing and by
using interactive elements, thus reinforcing the memorization of content.