#learning3 #mobilelearning

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  • Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
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  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
  • Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
  • With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations.  The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users.   Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests.  They’ll earn points for happy customers…and lose points for poor service.  Ultimately, they’ll be rewarded when their operation turns a profit. 
  • With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations.  The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users.   Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests.  They’ll earn points for happy customers…and lose points for poor service.  Ultimately, they’ll be rewarded when their operation turns a profit. 
  • Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  • Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  • Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  • #learning3 #mobilelearning

    1. 1. Mobile Learning A.J. Ripin Strategist, Future and Emerging Technologies, MovingKnowledge Practitioner, METIL, IST, UCFConfidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    2. 2. UCF CoM (College of Medicine) Simulation Reality Medicine Simulation Engine Sample Projects NSF Mobile App Integration Aid Tracker: Haiti Relief Google Leadership Training Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved. The Moving Knowledge Engine – Seamless Integration of: Mobile ONR request and NSF assessment funding Games and Simulations Johnson & Johnson PRD Virtual Worlds 3D University Collaborative Technologies Corporate MobileMobile My Sports Pulse Challenge Web 2.0 and beyond Learning, Virtual WorldsMobile Simulations for Science, Technology, and KM/CollabEngineering and Math (STEM) Education Innovative Defense Acquisition University (DAU) integration of 3 On-the-Job Simulation domains: STEM Education Contingency Contracting Simulation Sports Theme  Training simulation for DAU Mobile Technology  Uses elements of role playing and pervasive or Alternate Reality Gaming  Uses common technologies: email, phone calls, SMS  Students interact with in-simulation characters  To accommodate small, asynchronous groups most elements are pre-produced and delivered through automated system Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    3. 3. What I learned today on Twitter iPad Studies at Abilene Christian U. Dig Deep into Learning Outcomes http://bit.ly/q0lNGU  25 percent higher on the transfer learning assessments Top 100 Tools for Learning 2011 http://bit.ly/qonXC3 (# 5 Prezi - presentation software, #11 diigo - social annotation tool)
    4. 4. Mobile Phones, Toothbrushes and Tablets Americans and Their Cell Phones (PEW Study August 2011)  53% of American adults own a smartphone  51% of Adults used their handsets at least once for quick information retrieval in the last month  90% of Americans use their mobile handsets either for texting or sending pictures  73% of Americans use their handsets for both
    5. 5. Mobile Phones, Toothbrushes and Tablets Americans and Their Cell Phones (PEW Study August 2011)  On Average, Americans spend 2.7 hours per day socializing on their mobile device  42 percent said they used their mobile phones to help combat boredom  13% of Americans admit to using their cell phones to prevent unwanted social interactions
    6. 6. Mobile Phones, Toothbrushes and Tablets Global Perspective (Digital Buzz August 2011)  Greater than 4 Billion Mobile Devices Worldwide  Almost 1.2 Billion are smartphones  Greater than 3 Billion are SMS Enabled 2.25 Billion Toothbrushes in Use Worldwide (Hirsh)
    7. 7. Computer Adaptive Testing- Intervention Spacing  Spacing Effect  First discovered in 1885 by cognitive psychologist Herman Ebbinghaus  Mind loses ability to recall based on a defined curve  Most efficient time to study a specific piece of information is the point along the curve at which it will soon be forgottenConfidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    8. 8. Intervention Spacing  Memory Curve  Varies according to individual  Differs from one piece of information to another  Implications for Assessment  Curves for each learning objective and individual user must be plotted independently  Dynamic formative assessment  Personalized learning assessmentConfidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    9. 9. Intervention SpacingPractice 3 1  Once the information has been reviewed, the curve flattens and the study interval increases.  After a few repetitions the information has been firmly imprinted in long-term memory. Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    10. 10. Mobile MySportsPulse Science and Math education combined with sports through mobile learning Can be done through SMS, IVR, email or web browser  Voice recording or video from sports celebrities  Answer sent back and scored by automated system  Timed intervals that have been proven to produce learning outcomes and reinforcement
    11. 11. Mobile MySportsPulse  Impact/Summary  The numbers, even short-term, are promising, and point to the significant impact that MSP can have on our education system and society as a whole should the program vastly broaden its reach and implementation.  Nearly 97% of students feel somewhat to very comfortable using a cell phone for learning.  After completing the program, 16% of participants expressed a greater interest in math and science, and sports watching and sport playing both increased, 94% and 30% respectively.  Media Article and Video of the My Sports Pulse(tm) Project http://bit.ly/nsDYbM
    12. 12. Mobile Interval SpacingAlgorithm
    13. 13. Creating Intervention Spacing http://www.spaceded.com/
    14. 14. UCF College of Medicine Dr. Juan Cendan, Dean of Simulation and Clinical Skills, UCF CoM Virtual Patients  NIH Grant for AI and CDSS  Pervasive Virtual Family simulation (online and mobile apps, email alerts, voice mail from patient actors using Moving Knowledge) 14
    15. 15. Changing Learning Landscape Dramatic Shift in the Workforce  Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014. (Willyerd)  Preferred method of training is Mentoring and not Instructor-led Training; first generation ever. (Willyerd)
    16. 16. Google Leadership Game Interactive experience using Moving Knowledge for leadership, new product launch and presentation skills Represents a “gLearning” mashup with 7-8 Google tools- YouTube, Gmail, GoogleDocs, Moderator, GoogleTalk, etc. 1 Month curriculum created and produced in 3 weeks. 1 year program in 6 weeks. Time and Cost Efficient
    17. 17. Google Leadership Game Email SMS Web IVR Moving KnowledgeThe Moving Knowledge Engine is able to interface with Multimodalseveral modes of communication including Text Messages, Delivery and InteractionEmail, Interactive Voice Response, and the Internet givingusers the ability to access content from virtually anywhere.
    18. 18. Curriculum for gLearning @ Google The Moving Knowledge engine bridges the gap between Google content and applications by providing keywords that can be tracked as part of the game engine. Gmail This allows for statistics to be shown on Leader boards, Curriculum Tracking for Triggered effective analysis and customized reporting. Content-Wk1(1 of 5 ) Week 1 (2 of 5 ) Week 1 (3 of 5 ) Week 1 (4 of 5 ) Week 1 Gmail Week 2 Triggered Content-Wk2 Google Apps thru Secure Cloud Debrief Sessions via(1 of 5) Week 2 WebEx Virtual Classrooms (2 of 5) Week 2 (3 of 5) Week 2 (4 of 5) Week 2 Gmail Moving Knowledge Week 3 Triggered Content-Wk3 Game Engine(1 of 5) Week 3 Leader Boards (2 of 5) Week 3 Curriculum Tracking (3 of 5) Week 3 (4 of 5) Week 3 Reporting
    19. 19. Changing Learning Landscape Increasing Mobile Workforce  The number of mobile workers accessing enterprise systems worldwide topped the 1 billion mark in 2010 on the way to 1.2 billion by 2013, or more than a third of the world’s workforce. (IDC)
    20. 20. Performance Support (Tyco)Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    21. 21. Performance Support (Tyco)Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    22. 22. Performance Support (Tyco)Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    23. 23. Haiti Relief App
    24. 24. Case Study: Aphra Communications Global Public Relations Agency Team of independent contractors in the USA, Mexico, Bolivia, Argentina and Brazil Uses OANDA app (Blackberry) to keep track of foreign exchange rates without having to log on to the web Source: Aphra Communications 24
    25. 25. DoD, UCF and Allogy spinoff Partnership
    26. 26. Mobile Augmented Reality is:  One’s perception of reality enhanced through the technology of a handheld device. http://www.engadget.com /2009/12/03/layar-3-0- reunites-the-beatles-in- 3d-augmented-reality/Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    27. 27. Sample Uses of AR  Layar Office (Onboarding)  walk into and access information about the company, layer content, job openings  enabling a 360 degree view of the space, look up at the multilevel ceiling, down at the tile and wooden floors,Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    28. 28. Contingency Contracting Simulation Training simulation for DAU Uses elements of role playing and pervasive or Alternate Reality Gaming  Uses common technologies: email, phone calls, SMS  Students interact with in-simulation characters To accommodate small, asynchronous groups most elements are pre-produced and delivered through automated system 28
    29. 29. Changing Learning Landscape Gamification  Defined as the use of gameplay mechanics for non-game applications.  Analysts predict that by 2015, more than 50% of organizations will gamify their innovation processes. (Gartner)  By 2014..more than 70% of Global 2000 organizations will have at least one gamified application… (Gartner)
    30. 30. Gamification in the Enterprise Case Study: Next Jump Next Jump, the rewards company created an internal platform that was designed to increase the staffs use of the company’s gym. Employees were split into five teams and the team that recorded the greatest amount of exercise time received a cash based reward.http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-engagement/
    31. 31. Gamification in the Enterprise Case Study: Next Jump The gamification of going to the company gym increased the amount of staff who exercised from 20% to 70%. Behavior modification resulting in about half of those employed by Next Jump beginning to exercise regularly.http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-engagement/
    32. 32. Best Practices Keep it Simple, Clear and Easy to Understand, Yet Dynamic Key Characteristics:  A Goal  Obstacles  Competition/Collaboration  Tangible/Intangible Incentives  No Enter/Exit Restrictions Increases Cohesion, Engagement, Ancillary
    33. 33. Sample Uses of AR  Snowboard Hero (Gaming/ Gamification)  Plug-in to Traditional Gaming http://www.youtube.com/watch?v=jKr0w8z34voConfidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    34. 34.  Snowboard Hero Sample Uses of AR (Gaming/ Gamification)  Plug-in to Traditional Gaming  Transforms gaming to interactive experience  Supports Gamification Strategy http://www.youtube.com/watch?v=jKr0w8z34voConfidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
    35. 35. Changing Learning Landscape Social Gaming  Social games are web-based games that can be played with other people and include interactive elements or content that can be shared online.  The competitive element associated with sharing achievements publicly has also been a key driver: the fact that everyone in your social network can see your score is powerful, as it has a real-life impact.
    36. 36. MyMarriottHotel Facebook Social Media game (Multiplayer) Showcase’s hospitality career opportunities by running hotel kitchen (50,000 jobs to fill worldwide by the end of the year) Players create restaurant, hire staff, buy supplies, direct incoming orders.
    37. 37. MyMarriottHotel Players earn points for happy customers…and lose points for poor service. Ultimately, players are rewarded when their operation turns a profit. More than 12,000 active users and more than 270,000 page views. So far, most active users are from the United States, Egypt and India. .
    38. 38. SuperNutritionGame.com Facebook-style mobile social game  Multiplayer, Multiplatform Teaches the new FDA food pyramid through eating for energy to perform missions that can get you enrolled in Superhero school Proprietary-leading Game Code Rapid Authoring, Low Cost
    39. 39. The Great Debate: Mobile Apps vs Mobile Web  Mobile web can be platform agnostic  GPS/Location Tracking no longer exclusive to apps  Other Smartphone features being linked to Mobile Web, like Camera, SMS  Pre-Caching enabling pre-loaded data to deviceConfidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved. 39
    40. 40. Tips for Designing mLearning Content  Capitalize on Learner Behavior Being Implemented Outside the Office  Start with a focus in the proven methods of Mobile Computing: E-mail, SMS, Photo, Apps, Camera, Video  Consider how Mobile can augment or support existing Training Programs  Studies indicate that user attention span on Mobile Devices starts to taper off after about 90 Seconds—consider interactors every 2 min. Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 MovingConfidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. Knowledge. All rights reserved.
    41. 41. Tips for Designing mLearning Content  Leverage existing Social Media Applications to reach more modalities with no additional or low cost  Consider how highly regarded people view their mobile devices  Focus on skill gaps—be highly targeted.  Evaluate how to leverage user generated content  Minimize keypad entry  Focus on unique attributes of the mobile or tablet devices  Point to existing content (try not to re-create)Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    42. 42. Building Mobile Content  Mobile Web Wizard (Shoot Out)  Duration up to 90 Min; Individual/Group  10 Minutes, Web Site Orientation  20 Minutes Content Discussion, Storyboard  30 Minutes Building  30 Minutes Review and Debrief  Facilitator will assign one of the following mobile web wizards:  www.wapple.net  www.mobisitegalore.com  www.Wirenode.com  www.winksite.comConfidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
    43. 43. Thank you! Follow us on TWITTER — @MobileLearning @MetalLab @Learning3Point0 @TowerChallenge Ping us on SKYPE — mobilelearning A.J. Ripin Strategist, Future and Emerging Technologies MovingKnowledge ajripin@movingknowledge.comConfidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.

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