An Open Standard for Educational Experiences

Slide Show: C2E Design Overview


The C2E Ecosystem – Process Flow

1.  C2E Authoring / Creation

An author builds an educational experience using a conformance-certified authoring application.  These applications support the following:

  • Access to premium and royalty free high-quality media (*):
  • Videos and Clips
  • Images and photographs
  • Audio
  • 2d and 3d assets and games
(*) The author has the opportunity to draw from, and micro-license media from the libraries of commercial publishers, greatly adding to the value of the experiences they create.
Click here for an example of an immersive C2E.

2. C2E Marketplace Listing

Once an author has finished building a learning sequence using the tools and media available in a C2E authoring tool, the C2E itself can be generated and listed on a digital marketplace. The target marketplaces could be existing ecommerce venues that accept the sale of digital content, digital procurement aggregators used by institutions, and smaller venues created with the major ecommerce builders:

  • Amazon, SquareSpace, Pinterest
  • K-12 Boces and Regional Offices
  • Higher Education Purchasing Cooperatives
  • WordPress/WooCommerce Sites
  • Shopify Sites
Click here for a sample marketplace listing.

3. C2E Purchase/Licensing

After an author places a C2E for sale (licensing) in a digital marketplace, individuals or organizations can  purchase a license, and place them in a personal digital wallet, of as part of the institution’s digital resources repository. A license that was specified at the time of the C2E’s creation is applied to the purchase, and the licensing transaction is recorded on an immutable ledger.  The C2E, as an executable package, can then:

  • Be shared directly with learners as a downloadable link or file
  • Embedded on a website, mobile application or other digital property
  • Published to a supported learning or content management system 
Click here for a sample C2E download.

4. C2E Publishing to Learning/Content Systems

A licensed C2E can be publised to a conformance certifed Learning or Content Management System (LMS or CMS). Under this circumstance, the educator/curator can embed the digital experience directly into their course or lesson, or an organization can make the resource available to its staff.  Every C2E retains its license, and its usage, limitations, and monetization are accounted for during its publication to supported systems, as well as its execution by the learners.

Click here to see a C2E that has been published to a Learning Management System

5. C2E Learner Execution and Interaction Record

A C2E that has been shared or published to a Learning or Content system can be consumed by a Learner, provided that its execution meets its licensing requirements. The learner can either self identify, or access the C2E from an institutional identity. When a learner opens a C2E – which are restricted to execute on conformance compliant viewers/players – the learner’s record of activity can be recorded to either his/her personal learning portfolio, and/or to the underlying institutional learning system.


The C2E also updates any views or executions linked to its license, and generates royalty and payment transactions that are recorded to an immutable ledger.

6. C2E Core Components

The following are the key architectureal elements of the C2E ecosystem

  • The C2E Specification itself

The ecosystem processes:


  • C2E Creation/Authoring & Media Licensing
  • C2E Marketplace Listing
  • C2E Purchase / License Acquisition
  • C2E Consumption
  • C2E Financial Transaction Processing
  • C2E Student Portfolio Processing