Your SlideShare is downloading. ×
Learning Technology
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Introducing the official SlideShare app

Stunning, full-screen experience for iPhone and Android

Text the download link to your phone

Standard text messaging rates apply

Learning Technology

2,621
views

Published on

tool for transferring knowledge

tool for transferring knowledge

Published in: Education, Business, Technology

0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
2,621
On Slideshare
0
From Embeds
0
Number of Embeds
4
Actions
Shares
0
Downloads
50
Comments
0
Likes
2
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Transcript

    • 1. Innovations in Technology And What it Means to Learning and Training Karl M. Kapp, Ed.D.
    • 2. Digital Immigrants Digital Natives Boomers Generation X Gamers Millennials Neo-Millennials Nexters Greatest Generation Gen-Y GAP
    • 3.  
    • 4. www.karlkapp.blogspot.com
    • 5. Technological Innovations
    • 6.  
    • 7.  
    • 8.  
    • 9.  
    • 10.  
    • 11.  
    • 12. What was the “killer app” for the Boomers/Gen-X generations?
      • Computers
      • Microwaves
      • Color Television
    • 13.  
    • 14. Which trait best describes you?
      • Individualistic
      • Driven
      • Loyal
      • Idealistic
      • Skeptical
      • Hierarchical
      • None of These
    • 15.
      • Individualistic
      • Driven
      • Loyal
      • Idealistic
      • Skeptical
      • Hierarchical
      • Formal Learners
      Boomers Gen Xers
    • 16. Lazy Wasting Time Rotting Brain Anti- Social
    • 17. Kids ages 8-10 play video games for about one hour every day. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week .
    • 18. 70 percent of the players of The Sims are women under age 25 Unfortunately, this game highlights a sexist stereotype So does this game And this one Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique
    • 19. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female and 26% of those females are over 18.
    • 20. Gamer 1.0 4 2 3
    • 21. Gamer 1.0 4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
    • 22. Gamer 2.0
    • 23. Gamer 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
    • 24.  
    • 25. What actions should I take based on this information?
    • 26.  
    • 27.  
    • 28. Gamer 3.0
    • 29.  
    • 30. Gamer 3.0 Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
    • 31. What variables do I balance to keep my person happy? How should I manage my time?
    • 32. Gamer 4.0
    • 33. Gamer 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
    • 34. What can we create together?
    • 35. What leadership strategy should I use?
    • 36.
      • 84%, of all teenagers own at least one personal media device:
      • Desktop/laptop Computer
      • Cell Phone
      • Personal Digital Assistant (PDA)
      • -Pew Internet Foundation
      44% have two 15% of 2-5 Year olds have a Cell phone -NPD Group
    • 37. 32 MB 4 MB DRAM 333 MHz Increasing Power of Gadgets 2.048 MHz Clock Speed 2,048 words of RAM Storage 36,864 words of ROM Memory PlayStation Portable PSP Block II Apollo Guidance Computer AGC Capability
    • 38. Got Game: John Beck and Mitchell Wade (2004) Problem Solvers Confident Resilient Multi- tasking Informal Learners Social
    • 39.  
    • 40.  
    • 41. Training Manual (one of three)
    • 42.  
    • 43.  
    • 44. New Approaches are Needed
    • 45. Solutions
      • Provide a challenge
      • Tell a story
      • Provide Plenty of Feedback
      • Leverage Gadgets
      • Set up a community
      • Think about Virtual Worlds
      • Mix It Up in the Classroom
      • Think of Learning as a Process
      • Play Some Games
    • 46. Solution #1: Provide a Challenge
    • 47. Can this group solve the challenge? Do they know what tools to use?
    • 48. Solution #2: Tell a Story Bourne Conspiracy Video Game
    • 49.  
    • 50. Defense Intelligent Agency Training
    • 51. America’s Army
    • 52.  
    • 53.
      • - Realistic simulators for contemporary
      • Leadership Training
      • - Integrate these games into leadership development
      • programs
      • - Attempt various leadership structures
      • Employees may make hundreds of leadership
      • decision an hour in a game
      Leadership’s Online Labs Harvard Business Review, May 2008
    • 54.  
    • 55.  
    • 56. PDG’s Sales Simulation Training
    • 57. Solution # 3: Provide Feedback A lot of feedback.
    • 58. Lenhart, Maddden, Hitlin (2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation. Pew Internet and American Life Project. Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email”
    • 59. SOP Instructions
      • Following your planogram, assemble the columns of cubes on the floor by locking each cube in place
      • After each column is completed place the top plate on the top of each column
      • Continue until you have all the columns built
      Solution #3: Leverage Gadgets
    • 60. Solution #3: Leverage Gadgets Listen, for a steady rhythm
    • 61. Solution #5: Set up a Community www.karlkapp.blogspot.com
    • 62. www.blogger.com www.wikispaces.com
    • 63.  
    • 64. Real-time access to people Quick question Broadcasting Thoughts and Opinions Sending Yourself Reminders. Mentoring Reach across silos of information Answering one question leads to more questions
    • 65. Clarification of Terms Tips and Techniques Advice from Veteran Employees Frequently Asked Questions Posting/Collection of of Valuable Resources Listing of Internal Experts
    • 66. Solution #6: Virtual Worlds
    • 67.  
    • 68.  
    • 69.  
    • 70. Create Shared Working Spaces
    • 71. Solution #7: Mix it up in the Classroom
    • 72.
      • Provide many feedback opportunities
      • Move from activity to activity
      • Use games and feedback devices
      • Break out sessions
    • 73. Use Small Group Exercises and Breakout Groups Pasha, P. (2005). Corporations woo baby boomers CNNMoney,
    • 74. Let Learner’s Teach
    • 75. Provide time for unstructured chats.
    • 76. Pre-Assessment E-learning Module Classroom Instruction Webinar Solution #8: Learning as a Process
    • 77. Review of topic on a Wiki “Text” expert with questions Review through simulations
    • 78. Solution #9: Play Some Games
    • 79. Summary
      • Provide a challenge
      • Tell a story
      • Provide Plenty of Feedback
      • Leverage Gadgets
      • Set up a community
      • Think about Virtual Worlds
      • Mix It Up in the Classroom
      • Think of Learning as a Process
      • Play Some Games
    • 80. You thought this presentation and information was…
      • Eye opening
      • Applicable to my situation
      • Nothing new
      • Boring
      • Can’t be done here
      • Oh, it is over already…I could have napped a little longer
    • 81. Questions and Resources
      • www.karlkapp.blogspot.com
        • Recommended books
        • Samples and Examples
      • Whitepaper available
        • http://www.e-learningguru.com/wpapers/vendor/Kapp_GGG.pdf
      • ASTD Learning Circuits
        • Teaching Facts with Fun, Online Games
      • Email: karlkapp@gmail.com
      • http://karlkapp.blogspot.com
      • www.gadgetsgamesandgizmos.com
      • “ Gadgets, Games and Gizmos for Learning: Tools for Transferring Knowledge from the Boomers to the Gamers”
        • Pfeiffer