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Learning 2.0: Innovations to Gain the Edge

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The latest in learning philosophy and technology, ICT and the Zettacosm, and the ICT trends and web 2.0 technologies that comprise the Learning 2.0 Ecosystem.

The latest in learning philosophy and technology, ICT and the Zettacosm, and the ICT trends and web 2.0 technologies that comprise the Learning 2.0 Ecosystem.

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  • 1. Innovations to Gain the Edge The Learning 2.0 Ecosystem For CompTIA Colloquium 2009 Lili Goleniewski The LIDO Organization, Inc. www. telecomwebcentral.com +1-415-457-1800 [email_address] skypes ID lili.goleniewski Copyright © 2009 - The LIDO Organization, Inc. All Rights Reserved
  • 2. The LIDO Organization, Inc. World-class Telecom Education and Advisory Services Provider LIDO Telecommunications Essentials: Next Generation Networks - Aruba, Caribbean Established in 1984 Headquartered in California, USA
  • 3.
    • Seminars : Conducted since 1984, worldwide, and attended by over 50,000 professionals to date
    • eLearning : Pioneer in telecom eLearning programs since 1999
    • Books : Telecommunications Essentials, 2nd Edition: The Complete Global Source
    • Consulting : Strategic planning, customized training solutions, eLearning curriculum and content development
    LIDO Products and Services
  • 4. Introducing LIDO Telecom Pvt. Ltd.
    • LIDO Telecom Pvt. Ltd. launched in
    • New Delhi, India Sept. 23,2008 at
    • 14 th Annual India Telecoms Int’l Summit
    • Serving Asia-Pac and the Middle East
    • Located in Bangalore, India
    • Serving Enterprises, Academic Institutions
    • and Students
    • “ LIDO Telecommunications Essentials® provides
    • the knowledge needed to enhance the skills of our
    • workforce to be able to compete globally, and better
    • serve global clients. The benefit of this venture to
    • our community and the region is that now we can
    • provide learning on all levels, with excellent
    • up-to-the-minute information.”
    • – Pavithra Ratnakar, Managing Director
    • .
  • 5. Something To Reflect On…
    • “ In a time of drastic change, it is the learners who inherit the future. The learned find themselves equipped to live in a world that no longer exists.”
    • - Eric Hoffer, “Reflection on the Human Condition “(1973)
  • 6. Are We In A Time Of Drastic Change?
    • A resounding YES !
      • For the first time, we have 5 generations present as learners and as part of the workforce
        • And facing a crisis in knowledge transfer between them
      • ICT is reshaping communications, commerce, and society as we know it
        • We are driven by ICT
        • The 2.0 ecosystem is impacting every industry
      • The Neo-millennials, or digital natives, present a new challenge, demanding new approaches to education, learning, and working environments
  • 7. The Challenge of the New Millennium
    • The greatest challenge facing higher education worldwide is how to deal with the large variety of “new” students.
      • High-schoolers who use IM to contact teachers
      • Gen-Xers whose idea of training is just-in-time learning
      • Baby boomers who are turning to eLearning to achieve some semblance of work/life balance
  • 8. The Education and Learning Gap
    • Technology is assumed to be a natural part of the environment for today’s “Digital Natives”.
    • Because of the contrast between the native’s comfort level with technology, vs that of their teachers, many learners are disappointed
      • with the use of technology in their schools,
      • with training in the workplace
      • and subsequently, with their education
  • 9. The ICT Era Student Mindset
    • Computers are not technology
    • The Internet is better than TV
    • Reality is no longer real
    • Doing is more important than knowing
    • Learning more closely resembles Nintendo than logic
    • Multitasking is a way of life
    • Typing is preferred to handwriting
    • Staying connected is essential
    • There is zero tolerance for delay
    • Consumer and creator are blurring
    Source: Understanding the New Students, Diana Oblinger, 2003
  • 10. How ICT 2.0 is Reshaping Education and Learning
    • From consuming to producing
    • From authority to transparency
    • From the expert to the facilitator
    • From the lecture to the hallway
    • From "access to information" to "access to people“
    • From "learning about" to "learning to be“
    • From passive to passionate learning
    • From presentation to participation
    • From publication to conversation
    • From formal schooling to lifelong learning
    • From supply-push to demand-pull
    Source: Web 2.0 is the Future of Education, www.stevehargadon.com/2008/03/web-20-is-future-of-education.html
  • 11. Transformation, Next-Generation Networks, and Convergence
    • All industries are undergoing phenomenal change – on multiple levels
      • Technology
      • User experience
      • Business models
      • Economics
      • Competition
      • Social dynamics
    • The ICT industry has begun a tremendous transformation, one which is redefining society, communications, commerce, and education!
  • 12. Preparing for the Zettacosm
    • New forms of data are transforming the Internet, in terms of usage and capabilities.
    • The dominance of rich media, video, and interactive multimedia traffic are driving the transformation of network architectures as well as commercial business plans.
  • 13. Key Measurements of the Digital Universe
    • Kilo 10 3 Thousand 1,000
    • Mega 10 6 Million 1,000 Kilo
    • Giga 10 9 Billion 1,000 Mega
    • Tera 10 12 Trillion 1,000 Giga
    • Peta 10 15 Million Billion 1,000 Tera
    • Exa 10 18 Billion Billion 1,000 Peta
    • Zetta 10 21 Billion Trillion 1,000 Exa
    • Yotta 10 24 Trillion Trillion 1,000 Zetta
  • 14. Zettacosm Applications
    • By 2015, estimates of annual traffic in the U.S. alone are projected to equal over 1 Zettabyte
      • Movie downloads and P2P file sharing 100EB
      • Video calling and virtual windows 400EB
      • Cloud computing and remote backup 50EB
      • Internet video gaming and virtual worlds 200EB
      • Non-Internet IPTV >100EB
      • Business IP traffic 100EB
      • Phone, web, email, photos, music 50EB
    • The result will be an U.S. Internet that is 50x larger than it was in 2006!
  • 15. How Much Data Is That?*
    • 2KB = one typewritten page
    • 1MB = one digital chest x-ray, or one minute of high-fidelity sound
    • 1GB = one pickup truck full of books, or symphony in high-fidelity sound, or one broadcast movie
    • 1TB = all the X-ray films in a large technological hospital, or 50,000 trees made into paper and printed, or daily rate of EOS (Earth Orbiting System) data (1998)
    • 1 PB = 50,000,000 trees made into paper and printed
  • 16. How Much Data Is That?*
    • 2PB = all U. S. academic research libraries
    • 200PB = all printed material
    • 1EB = one billion pickup trucks full of books, or one trillion books (400 pages each)
    • 5EB = 37,000 Libraries of Congress, or about 30 feet of books for each of the 6.3 billion people on earth
    • 161EB = 12 stacks of books reaching from the earth to the sun
    • 1ZB = 250 million DVDs
    • Source of examples includes “James S. Huggins' Refrigerator Door” at http://www.jamesshuggins.com/h/tek1/how_big.htm and Seattle Discover Institute at http://www.discovery.org /
  • 17. The 2.0 Ecosystem – New Rules
    • Web 2.0 defined….
      • based on a pervasive and rich visual world,
      • with added intelligence made possible by the evolution of the semantic Web,
      • and a global community brought closer together, even closer than possible via physical interaction, through the power of social networking
    • The 2.0 Ecosystem mandates a new set of rules !
  • 18. Web 2.0 Defined
    • The “2.0” term is a concept that builds on the dramatic changes that are occurring in the 3 rd phase of the Internet, changes enabled by
      • advances in physical connectivity
        • High-speed modems (5-15 Mbps) at the edge
        • Fiber to the neighborhood, building, or home
        • These advances have led to a capacity increase of 20-fold, and are scalable to future demands.
      • and software innovations
        • User-friendly self-publishing applications
        • Blogs and social networking communities
        • Easy creation and distribution of rich visual content enabled by media players and flash applications.
  • 19. Web 2.0 Defined
    • Additionally, Web 2.0 is a specific reference to
      • the rise of new social networking activities that are changing the way businesses and consumers interact with each other
    • Web 2.0 concepts have led to the development and evolution of a variety of new
      • web-based communities and hosted services, including
    • text and image messaging
    • new generation search engines
    • Instant messaging
    • Podcasts, vodcasts, vidcasts
    • blogs
    • videomail/videoconferencing
    • wikis, folksonomies
    • web-based multimedia conferencing
    • virtual communities of practice
    • social networking
    • multi-user virtual environments
    • mobile 2.0 solutions
  • 20. Web 2.0 versus Learning 2.0
    • Web 2.0 – The stage of the WWW where the Internet has become a platform for users to create, upload and share content with others, versus simply downloading and consuming content.
    • e-Learning 2.0 - The idea of learning through digital connections and peer collaboration enhanced by technologies driving Web 2.0. Users/Learners are empowered to search, create, and collaborate in order to fulfill intrinsic needs to learn new information.
    Source: “E-Learning 2.0: Learning in a Web 2.0 World” The Elearning Guild Research 360°Report, Sept. 2008 www.elearningGuild.com
  • 21. The 2.0 Ecosystem Defined
    • There are three major elements associated with the 2.0 ecosystem
    The 2.0 Ecosystem Organization 2.0 Provider 2.0 End-user 2.0
  • 22. Organization 2.0 Characteristics
    • Web 2.0 technologies and social networking are changing the way that enterprises, academic institutions and government agencies behave.
    • Organizations are realizing that the source of competitive edge today is a combination of four key assets, both tangible and intangible, including
      • People
      • Processes
      • Network
      • Collective knowledge
    • Technology is leading to business transformation
  • 23. Organization 2.0 Challenge
    • A 2.0 organization will focus on unleashing knowledge.
    • Today there are two major forms of knowledge
      • Explicit - structured information maintained in databases
      • Tacit – unstructured information which resides in the minds of the knowledge workers
    • These two types of knowledge need to be connected.
    • Technology is the key to transforming collective knowledge into connected knowledge.
      • Broadband and Web 2.0 technologies are at the center.
  • 24. Organization 2.0 – Key Technologies
    • Mobility
      • Any place, any time communications is the key force driving organizational transformation
    • Web services
      • Enable the necessary integration between enterprise applications and real-time communications
    • Security technologies
      • The rise of mobility and social networking have introduced new risks and threats
      • Focus has shifted from data protection and intrusion prevention to protection of assets and applications
  • 25. Provider 2.0 Characteristics
    • 2.0 educators recognize that major changes need to take place for them to succeed in the new learning environment
    • The forces behind the 2.0 trend introduce an opportunity for academic institutions, training departments, and educators to transform their educational strategies, beyond simply adding “Web 2.0” technologies to current learning experiences
    • One of the greatest 2.0 opportunities comes from taking advantage of the fundamental shift in learners and workers behaviors, needs and desires.
  • 26. End-user 2.0 Characteristics
    • Users in the 2.0 ecosystem
      • Are broadband consumers
      • Expect ubiquitous access to broadband services
      • Use web 2.0 technologies to interact with others
      • Use social networking features
      • Rely on converged IP applications
      • Care about different brands and causes than traditional users
  • 27. Learner 2.0 Profile
    • Prefer hyperlinked information coming from many sources
      • Search engines vs teachers
    • Highly efficient multi-taskers who parallel process
      • Multiple information streams and formats all the time, while interacting with others in realtime
    • Multimedia sensory learning style
      • Mix of auditory, visual and kinesthetic stimuli preferred
  • 28. Learner 2.0 Profile
    • Learn by discovery or experience
      • games, simulations and vlabs
    • Short attention spans
      • just-in-time learning, where and when I want it
    • Social and sharing
      • team workers and learners, rely on communities for collaboration, sharing, and exchanging of ideas
  • 29. Learner 2.0 Profile
    • Instant gratification please
      • Born out of the instant nature of modern ICT and web 2.0 technologies
    • Independent
      • I’ll teach myself, just like I figured out all my gadgets
    • My curriculum
      • Prefer to develop their own learning, combining use of various tools, and information from multiple sources
  • 30. The Multi-Generational Spectrum
    • This is the first time in history that we have five generations co-existing – as members of the workforce, and as learners and teachers!
      • Traditionalists
      • Baby Boomers
      • Generation-X Gamer 1.0
      • Generation-Y Gamers Gamer 2.0 - 3.0
      • Generation-Z Gamer 3.0 - 4.0
  • 31. The Traditionalists
    • Also referred to as the “veterans”
    • Born between 1925 -1945
    • Key characteristics
      • Disciplined
      • Self-sacrificing
      • Loyal
      • Hard-working
      • Respect authority
      • Work within the system
      • Mastering technology means being able to send an email. Adding an attachment is pure genius.
  • 32. The Baby Boomers
    • Born between 1946-1964
    • Key characteristics
      • Grew up in traditional nuclear families
      • First to grow up with television
      • Optimistic and driven to achieve
      • Competitive
      • Understand the concept of “paying your dues”
      • “ Live to work” – their persona is defined by their profession/job
      • Proud of being “self-made” and their career achievements
      • Lack work/life balance, taking work home is routine
      • Currently dominate the workforce and also run most organizations today – they are digital “immigrants”
  • 33. Generation-X, the Baby Busters
    • Born 1965-1979
    • Key characteristics
      • Mom often worked, latchkey kids
      • Gaming years from 1970-1980, defining game was Pong
      • Question authority, want independence in their work
      • Adaptable, like to work with “ideas”, team oriented
      • “ Work to live”, see career as key to happiness, but consider challenge and variety as being more important than job security
      • Constantly practice achieving work/life balance
      • Technologically savvy, possess technological literacy
  • 34. Generation-Y, the Millennials
    • Also called Neo-millennials
    • Born 1980-2000
    • Key characteristics
      • High level of self-confidence, self-esteem
      • Like to be comfortable at work
      • Self-reliant and highly social
      • “ Work is a means to an end” – not interested in paying their dues. They are a learning-oriented generation.
      • Efficient multi-taskers
      • Believe in technology, techno wiz kids, the net generation
        • Note, computers are not technology. Computers are like sewers and roads. They're just there, an assumed part of life!
      • See email as snail mail, definitely 2.0 end-users
  • 35. Gen Z, the Zoog Generation
    • Also referred to as Generation Alpha and
    • The New Silent Generation
    • Born 2000 and onwards
    • Key characteristics
      • First to grow up with technology, including the Internet,
      • gadgets and gizmos, and sophisticated games
      • They are “digital natives” – speaking the digital language of computers, the Internet, and video games.
      • They think, learn, and process information differently
      • Their culture is not defined by age, rather by how they interact with information technologies, information itself, and one another and other people and institutions.
      • Their story hasn't been written yet, but you can bet it will be a good one!
  • 36. The Learning 2.0 Experience
    • 70% - 90% of learning is informal*
    • Gamers need learning to be incorporated into the flow of their day
      • Learning events needs to be as common as email , instant messaging and internet searches
    • Training departments and educational institutions need to oversee the accuracy of the informal learning exchanges occurring throughout the day
      • Example – Cisco’s News Clips service
    Source: Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers Karl M. Kapp, Pfeiffer, John Wiley & Sons, 2007
  • 37. Learning 2.0 – Search and ye shall find!
    • Searching for knowledge
      • learning based on collectively seeking, sieving, and synthesizing experience
    • To “google” voted the “most useful word of 2002” by America Dialect Society
    • Has created an expectation of instant information
      • Seek rather than wait for information
      • Effective searching techniques are critical!
    • Knowing the most frequently searched or tagged terms supports proactive learning
      • Requires effective meta-tagging and indexing of information
  • 38. Learning 2.0 – Just-in-Time
    • Nano-learning - the best time to learn something is right before you need it
      • Gamers favor just-in-time, informal learning
      • No patience for lectures, step-by-step logic or tell-test instruction
    • Gamers prefer short, quick and to the point
      • do not need to go through information sequentially
    • The goal is to reduce learning to its smallest, most useful increments
      • 8-12 minute chunks are optimum, and no chunk longer than 20 minutes
  • 39. Learning 2.0 – Instant Messaging
    • Instant Messaging
      • Becoming essential to fostering informal learning
        • Enables one-on-one informal learning across organizational boundaries, great for mentoring
      • Many advantages over email
        • Real-time presence online, instant availability
        • Presence management, availability status known
        • Faster response than email
      • Organizations must capture this informal knowledge
        • Conversations can be easily captured and recorded
        • Problem-solving elements can be codified and searched
  • 40. Learning 2.0 - Blogs
      • Blogs allow knowledge to be broadcast across an entire organization or the world
    • Represent bottom-up approach to communication and knowledge management
    • Provides a way for other’s to see what’s inside your head
    • Represents a great tool for knowledge transfer
      • They are certainly popular…..but are they all worthy?
      • Approx. 45.6 million blogs
      • Approx. 75,000 news blogs per day
      • Approx. 1.2 million posts per day
      • Approx. 50,000 blog updates per hour
  • 41. Learning 2.0 - Wikis
    • Wikis allow the collaborative sharing and distribution of collective knowledge.
    • The primary advantage is speed.
      • Content can be added or edited instantly, and there are no production or printing delays.
      • Content creation and updating is easy – no need to create code in HTML
    • Research shows that the accuracy of collective wikis is about the same as that of formally published encyclopedias.
    • Wikis enable fast and easy knowledge transfer.
  • 42. Learning 2.0 – Social Networking
    • National School Boards' Association says that Social Networking technologies should be adapted for use in the classroom.
      • 96% of students with access to the Internet build social networks
      • 50% of teens say they talk to their peers about schoolwork online (IM, blog or social networking sites) or via text message
      • 60% indicate that they discuss education-related topics such as college and career planning
  • 43. Learning 2.0 – RSS Feeds
    • Really Simple Syndication is a push technology where information is pulled to your desktop when updates occur, based on your specific request.
    • RSS is an effective tool for anyone who deals with large amounts of constantly updated information.
    • RSS is spam-free, can be organized by topic, and is easy to search.
      • It is possible to create query-based searches
      • Allows a user to get only the information needed, versus all there is
      • RSS feeds can also be linked to blogs
  • 44. Learning 2.0 – Podcasts
    • Podcast = audio-on-demand
      • Podcasting refers to a Web-based audio file distributed over the web, usually combined with a slide presentation.
      • The files can be downloaded onto any number of devices, including CDs, MP3 players, and mobile phones.
    • Key advantages of podcasts include
      • Information is provided in the proper tone of voice and inflection, constituting part of the knowledge to be gained
      • Sound often contains vital knowledge – it can teach!
      • Audio requires less bandwidth than visual information
    • Podcasting allows students to learn-on-demand, engage in a multi-sensory fashion, and multitask!
  • 45. Learning 2.0 – Vodcasts
    • Vodcasting = video-on-demand
      • The web 2.0 technology of RSS enables archived and live video feeds, leading to vodcasting and vidcasting – the delivery of video clips over the Web, for viewing on either computers or handheld devices
    • Archived video knowledge is a very efficient and valuable method of knowledge transfer
    • Vodcasts can be combined with virtual mentors
  • 46. Learning 2.0 –Gadgets and Gizmos
    • The 2.0 learner loves gadgets and gizmos.
      • Toys represent another’s idea of fun, while gadgets allow one to modify and change the outcome according to your own desires
      • Gadgets allow anytime, anywhere experiences
    • The strategic use of gadgets can provide workers and learners with access to information, data, and knowledge from experts wherever and whenever it is needed.
      • Gadgets include mobile phones, PDAs, handheld computers, MP3 players, Blackberries, digital cameras, video iPods, and heaps of new gizmos.
  • 47. Learning 2.0 –Games
    • Games are a vital tool in teaching the gamer generations
      • Gen X, Gen Y (Millennials), and Gen-Z
    • Two categories of knowledge to build
      • Declarative, concepts, and rules knowledge
      • Processes, procedures, and problem-solving knowledge
    • Game types include
      • crossword puzzles, hangman, word searches, cryptograms, drag-and-drop exercises, matching, duck shoot, or the likes of Acrophophia, sorting games, race games, and application and board games
  • 48. Learning Modalities Today
    • According to the eLearning Guild, these are the main learning modalities, in order of use today
      • Classroom instruction
      • Print-based materials
      • Asynchronous eLearning
      • Conference calls
      • LMS
      • Synchronous eLearning
      • Simulations, virtual laboratories
      • Instant messaging
      • Games
      • EPSS (electronic performance support system)
  • 49. Testimonials.… We Are Impressed !!! Peter Brierley Professor Networking Technologies Collin County Community College Texas, USA "At Collin College, we conducted an exhaustive search for the right content for the new Convergence Technology Center (CTC). LIDO Telecommunications Essentials eLearning is the most up-to-date, comprehensive resource I have ever seen for telecommunications and networking training. “ “ The quality of information is outstanding.” “ The elearning series has passed my scrutiny with flying colors. I think one of the student comments really hit the nail on the head” …  “… get rid of the text book and go with eLearning, it’s the future! First I had Cisco and then LIDO I hope other courses soon begin to do the same thing “
  • 50. Testimonials.… We Are Impressed !!! “ Combining state-of-the-art web technologies with content from the book and elsewhere creates a most impressive 24x7 Multimedia Experience”. “ When Lili's revised edition of Telecommunications Essentials was released, I was excited to have in my hands the single best resource on the subject in the industry.” Dr. Art St. George CTO, Cerelink, New Mexico, USA, and Como, Italy Chairman - Internet 2 Bandwidth Mgmt Working Group Member - Educause Evolving Technologies Committee “ I strongly recommend the eLearning experience for companies, large and small, whose staff or clients demand the very best.” “ But, the new eLearning series, if possible, is even more powerful than the book.”
  • 51. The Two Faces of Knowledge “ Knowledge is of two kinds. We know a subject or we know where we can find information upon it.” Samuel Johnson (1775) To Know the subject of Telecom… LIDO Telecommunications Essentials eLearning To Find information about Telecom… the LIDO Telecom WebCentral website www.telecomwebcentral.com
  • 52. QUESTIONS?
  • 53. Innovations to Gain the Edge The Learning 2.0 Ecosystem Thank You !!! The LIDO Organization, Inc. +1-415-457-1800 [email_address] www.telecomwebcentral.com Copyright © 2009- The LIDO Organization, Inc. All Rights Reserved