The War For Mindshare

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    The War For Mindshare - Presentation Transcript

    1. Virtual Worlds in Employee Communications The War for Mindshare:
    2. Employees Are Overloaded With Information The Way It Is Today
    3. The Corporate Culture Story Gushes From Management Like Water From a Fire Hose… But trickles out at the employee level like a garden hose The Way It Is Today
    4. We must engage employees and nurture their aspirations and skill sets in a way that develops them as individuals. The Way It Is Today
    5. The Changing Landscape
    6. Recruits and Employees Under 35 Grew Up with Computers and Videogames The Changing Landscape
    7. It’s a New Generation of Talent “… this generation is very different from the Boomers…they have systematically different ways of working…choose systematically different skills to learn and different ways to learn them, desire different goals…think differently about their careers, their companies and their co-workers, how they take risks, compete and fit into teams. And these differences are driven by one central factor: growing up with video games .” – John C. Beck/Mitchell Wade Got Game Harvard University Press
    8. What are the most effective means of communicating with today’s employees? It’s a New Generation of Talent
    9. Businesses have leveraged technology in every aspect of the enterprise … except learning. Time to Update the Thinking
    10. Authorware and e-learning were a natural evolution – But… Employees under the age of 35 grew up with computers and game controllers Time to Update the Thinking
    11. Baby Boomers See Virtual Worlds As Toys...
      • Younger employees see them as:
      • Puzzles to be solved
      • Connectivity platforms
      • Personal branding statements
      • Facts of life
      Time To Update The Thinking
      • Today’s employees grew up playing videogames and show improved cognitive skills in areas such as visualization and mental maps
      Time To Update The Thinking *P.M. Greenfield, Media & The Mind of of the Child (Harvard University Press 1984 *A.S. Oyen and J.M. Bebok “The Effects of Computer Games and Lesson Contexts on Children’s Mnemonic Strategies (Journal of Experimental Child Psychology, 1996)
    12. “… games are incredibly complex computer programs that lead the brain to new combinations of cognitive tasks and demand new levels of processing power.” John C. Beck & Mitchell Wade Got Game Harvard Business School Press Time To Update The Thinking
      • Studies show the retention benefits of “Learning by Doing”:
      • Interactive media are a more dynamic and effective way to train today’s and tomorrow’s employees
      Best Practices approach Source: Forrester, “Online Training Needs a New Course, August 2000
    13. When it comes to life and death learning, the pros use games and simulations… Best Practices approach
    14. Best Practices approach People are more engaged mentally when they are participating
      • Traditional Media
      • No opportunity to experience by doing
      • Little “to do” but receive messages
      • Limited message choice limits empowerment
      • Learning is passive
      • Content requires logical, sequential thought
      • Interactive Media
      • Ample opportunity to experience by doing
      • Multiple tasks to allow learning by doing
      • Freedom to make choices enhances empowerment
      • Learning is active
      • Content can be accessed logically or randomly
    15. Traditional meaning of literacy: The ability to read and write text at a competent level A New Way of Learning and Communicating Today: Visual literacy - the ability to read images, symbols, graphs, diagrams, artifacts and other significant visual symbols – now as important as being able to read text
    16. Semiotic domains: “any set of practices that recruits one or more modalities (oral or written language, images, symbols, equations, sounds, gestures etc) to communicate distinctive types of meanings” James Paul Gee - What Videogames Have To Teach Us About Learning And Literacy - Palgrave Macmillan A New Way of Learning and Communicating
    17. Virtual worlds acknowledge the audience’s learning orientation, engage them on an emotional level and Speak Their Language A New Way of Learning and Communicating
      • Virtual worlds engage students
      • and provide a risk-free simulated environment
      A New Way of Learning and Communicating
      • Modular, scalable platform can be
      • leveraged across the company
      • for future learning and communications goals
      A New Way of Learning and Communicating
      • Demographically relevant solution
      • encourages participation
      A New Way of Learning and Communicating
      • Digital media can be localized
      • for global regions:
      A New Way of Learning and Communicating
      • Introduce competition where appropriate (sales!)
      A New Way of Learning and Communicating
      • Third Party
      • Or
      • Build Your Own?
      A New Way of Learning and Communicating
    18. A New Way of Learning and Communicating
      • Third Party:
        • No control – over data and/or IP
        • No control – over the environment
        • No control – over platform stability or maintenance
    19. A New Way of Learning and Communicating
      • Proprietary:
        • Control over everything
        • Environment reflects values
        • Scale the platform as needed
        • Own everything in it

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