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Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy
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Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy

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Social, Mobile and Games - oh my! In this session, I addressed the challenges of incorporating these models into elearning programs and strategies.

Social, Mobile and Games - oh my! In this session, I addressed the challenges of incorporating these models into elearning programs and strategies.

Published in: Business, Education, Technology
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  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • Slide 14The other complexity is global and more specializedWork from anywhereLast year global mobile topped 1B; by 2013 1.2B; in U.S. 75% workers will be mobileBlessing and a curseGlobal mobile data traffic grew 2.6-fold in 2010, nearly tripling for the third year in a row. Mobile data traffic in 2010 was three times the size of the entire global Internet in 2000. Mobile network connection speeds doubled in 2010.Researchers at Raytheon made a breakthrough in March that could translate to a 1000 fold increase in the data capacity of optical networks.http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdfhttp://www.newscientist.com/article/mg20928055.400-quantum-trickery-could-lead-to-stealth-radar.html[Click]
  • Transcript

    • 1. David WilkinsVP, Taleo Researchdwilkinsnh on the social web
    • 2. LEARNING TECHNOLOGY PAST, PRESENT, AND FUTURE LCMS SL Complexity of Intervention EPSS KMS LMS Virtual CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC2 = relative growth over last few years, deep green is most growth
    • 3. LEARNING TECHNOLOGY PAST, PRESENT Gaming LCMS SL Complexity of Intervention EPSS KMS LMS Virtual Mobile CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC3 = relative growth over last few years, deep green is most growth
    • 4. WHY SOCIAL?ModelTime  1900’s 1900’s 2000 
    • 5. WHY SOCIAL? 1:1ModelTime  1900’s
    • 6. WHY SOCIAL? 1:1 1 : ManyModelTime  1900’s 1900’s
    • 7. WHY SOCIAL? 1:1 1 : Many Many : ManyModelTime  1900’s 1900’s 2000 
    • 8. WHY MOBILE?8
    • 9. WHY MOBILE? › 43% of U.S. adults say that they’d be willing to give up beer for a month if it meant they could keep accessing the Internet on their smartphones. 36% said they’d be willing to give up chocolate. Google/OTX, The Mobile Movement, U.S, Apr 2011 › Apple sold more iPads in Q4 of 2011 than the total PC’s sold by any single PC manufacturer. iPad Sales Topped PC’s in 4th Quarter, Wall St. Cheat Sheet › On average, Americans spend 2.7 hours per day socializing on mobile devices. That is twice the time spent eating, and 1/3 the time spent sleeping. Mobile by the Numbers, Mashable9
    • 10. WHY MOBILE?10
    • 11. WHY MOBILE?11
    • 12. WHY MOBILE?12
    • 13. WHY MOBILE?2010 1Bmobile workersBy 2013 1.2Bmobile workers Mobile data traffic in 2010?75% of US workers 3x the size of internet in 2000 Mobile network connection speeds DOUBLED in 2010
    • 14. WHY GAMES?14
    • 15. WHY GAMES?15
    • 16. WHY GAMES?16
    • 17. WHY GAMES?17
    • 18. WHY GAMES?18
    • 19. WHY GAMES? False Assumptions Games are for kids? Games are for men? Games are childish? Games don’t teach? Check your premises.19
    • 20. WHY GAMES? › Main problem with most corporate training? › It’s TRAINING! › Flat, boring, text-heavy › Faux motivation › Games? › Intrinsic motivation › Reward & competition › Social & FUN!20
    • 21. WHY GAMES? › Main problem with most corporate training? › It’s TRAINING! › Flat, boring, text-heavy › Faux motivation › Games? › Intrinsic motivation › Reward & competition › Social & FUN!21
    • 22. WHY GAMES?22
    • 23. WHY GAMES?23
    • 24. WHEN & WHY?24
    • 25. USE CASES FOR SOCIAL: WHEN AND WHY? › Scale vs. scope › Speed vs. accuracy › Authenticity vs. polish › Real world vs. theory / corp perpsective › Continuous vs. episodic › Empowered / respected vs. dependent / ignored › Two way vs. one way › Cultural currency vs. anachronistic25
    • 26. USE CASES FOR *NOT* SOCIAL: WHY NOT? › Data privacy, personal or personnel › Data privacy, subject matter › Legal hairballs › Compliance and regulatory hairballs › Security issues › Known best practices › Known laws, legal precedent, regulations, rules… › Highly repeatable, long shelf life › Scaffolding and prerequisites, involving practice and assessment26
    • 27. TYPING YOUR LEARNING NEEDS Emergent, Collaborative, Codified The Social Enterprise Blog
    • 28. “REAL WORLD” LEARNING
    • 29. Three Learning Paradigms
    • 30. HOW DO THESE STRATEGIES DRIVE INTERVENTIONS? Codified Collaborative Emergent • Custom courses • Course authoring* • Discussions • Off-the-shelf courses • Virtual classroom* • List Servs • Curriculum • Blogs • Wikis • Certifications • Discussions • UGC media – video, • Virtual Classroom • Video, audio podcasts, slides… • Simulations • Wikis, Wiki-pages • Idea Sharing • Serious Games • Tagging • Comments • Instructor-led • Saved chat and IM • Ratings and reviews Training • FAQ / Ask an Expert • FAQ / Ask an Expert • Job Aids • Comments • Searching Profiles • Blogs** • Q&A • Tag Clouds • Forms • Social profiles • Social bookmarking • Corporate • Rating and reviews • IM, Chat Directories • Shared Spaces
    • 31. ONE FINAL POINT ON SOCIAL MODELS
    • 32. USE CASES FOR MOBILE: WHEN AND WHY? › Workers are “on the road”… duh! ; ) › Stolen moments of time › Reference / refresher – Checklists – Review – Assessment › Actual training › GPS / Audio / Video / Motion / Augmented Reality32
    • 33. USE CASES FOR *NOT* MOBILE: WHY NOT? › Affordances – tablets vs. phones › Sensitive information › Flash support › Device support33
    • 34. USE CASES FOR GAMES: WHEN AND WHY?34
    • 35. USE CASES FOR *NOT* GAMES: WHY NOT?35
    • 36. SOCIAL: GETTING STARTED36
    • 37. THIS IS A PROCESS AND CULTURE CHANGE1. NOT A TECHNOLOGY CHANGE
    • 38. THINK LIKE A GAME DESIGNER:2. REWARD, FEEDBACK, RECOGNITION
    • 39. THINK LIKE A COMMUNITY MANAGER:3. BARN BUILDING, PROGRAMMING, SEEDING
    • 40. DON’T ADD TO YOUR TEAM’S BURDEN:4. RETHINK PROCESS: “INSTEAD” NOT “AND”
    • 41. FOCUS YOUR ENERGY:5. START SMALL, ACHIEVE CRITICAL MASS
    • 42. QUESTIONS?42

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