Will I Be Out of a Job? Remaining Relevant in a Social Learning Environment

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This session was presented as part of the E-Learning Guild's Online Forum on October 11, 2012

Many organizations are shifting towards decentralized and democratized learning environments, where training is in the hands of subject-matter experts (SMEs), and the growing adoption of social tools is transforming the economics of knowledge transfer. Cloud-based training systems such as Wisetail and Topyx provide platforms for cost-effective and quickly implemented solutions that SMEs can create entirely in-house. But where does this trend leave instructional designers (IDs)? How can professional IDs bring value to social-learning movements, and what additional skills do you need to do this?

Participants in this session will learn how to remain relevant by adapting and evolving your skill set to leverage a distributed training model. SMEs are not necessarily good IDs, so professional IDs will not only need to adapt sound design principals to new modes of learning, but you will need to focus on training the trainer as well. You’ll also explore and learn how to layer social environments for learning and social-learning tools such as wikis, forums, blogs and microblogs into this new model. Your role as professional ID is changing, but your learners’ needs are not. As organizations transition to this next age of learning, you will see great opportunities emerge.

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  • So what is Project Tin Can, anyway?Click all that apply.The new SCORMThe Experience APIA food driveA cross-domain learning technology specificationA noun-verb-object statement structure to record almost any activityA 1920s phone experimentA way to track learning activitiesNASA’s nickname for the USSR’s first manned space flight
  • Will I Be Out of a Job? Remaining Relevant in a Social Learning Environment

    1. 1. LEARNING HAPPENS EVERYWHERETHE DISTRIBUTED LEARNING MODEL • Social Learning • Project Tin Can • Mobile Learning and HTML5 • Performance Support • Gamification • Flipped Curriculum
    2. 2. SOCIAL LEARNING • Activities and experiences • Building community • Social media tools • Measurement
    3. 3. SOCIAL LEARNINGTHE FILTER MODEL
    4. 4. SOCIAL LEARNINGTHE FILTER MODEL
    5. 5. SOCIAL LEARNINGREMAINING RELEVANT • Mine for need—A in ADDIE • Get to know your social learning environments • Capture the water cooler conversations • Integrate formal with informal • Strategies for community building
    6. 6. PROJECT TIN CAN
    7. 7. PROJECT TIN CANSEE EXPERIENCES UNFOLD
    8. 8. PROJECT TIN CANREMAINING RELEVANT • Think of all of the ways someone could learn about the topic • Capture what’s happening informally with statements • Self-reporting • No longer constrained by the LMS • Learn more: TinCanAPI.com
    9. 9. PROJECT TIN CANTHINK OUTSIDE OF THE LMS
    10. 10. MOBILE LEARNING AND HTML5 • Any time, anywhere • Focuses on the mobility of the learner and mobility of the instructor • Collaborative • Native apps and browser based • iPad • Open Standard
    11. 11. MOBILE LEARNING AND HTML5REMAINING RELEVANT • Learn tools (Storyline, Lectora) • Think creatively about JavaScript • Which browsers are your learners using? • Consider multiple versions • Mobile is great for performance support
    12. 12. MOBILE LEARNING AND HTML5BROWSER BASED
    13. 13. MOBILE LEARNING AND HTML5BROWSER BASED
    14. 14. PERFORMANCE SUPPORT • Self-sufficient and self-reliant • Before, during and after • 10 seconds, 2 clicks • Seamlessly embedded • On demand, moment of need • Gamification
    15. 15. PERFORMANCE SUPPORTREMAINING RELEVANT • Think in terms of before, during, after, ongoing • What will they need on the job? • How can mobile help?
    16. 16. PERFORMANCE SUPPORT10 SECONDS, 2 CLICKS
    17. 17. GAMIFICATION • Game mechanics • Motivation techniques - rewards • Increased engagement • Encourage learners to engage in desired behaviors • Identify top contributors and experts • A path to mastery
    18. 18. GAMIFICATIONREMAINING RELEVANT • How can you create competition? • Goals • Frequent feedback • Measure progress • Rewards • Peer motivation • Hook • Presentation • ―The Gamification of Learning and Instruction‖ – Karl M. Kapp
    19. 19. GAMIFICATIONINCREASED ENGAGEMENT
    20. 20. FLIPPED CURRICULUM • Instruction moves out of the classroom • Self-paced work moves into the classroom • Instructors can spend more 1:1 time with each learner • Learners can ―rewind‖ the lesson, work through problems • Greater teacher support, peer support • Collaborative environment
    21. 21. FLIPPED CURRICULUMSELF-PACED WORK = CLASSWORK
    22. 22. FLIPPED CLASSROOMREMAINING RELEVANT • Microlearning • Pull out lecture components • Integrate videos into group discussion • Individualize the group sessions
    23. 23. TIPSGETTING STARTED • Examples • Baby steps • Just do it • Statistics • Find a champion
    24. 24. SUMMARYREMAIN RELEVANT • Informal Environments • Project Tin Can • Mobile Learning and HTML5 • Performance Support • Gamification • Flipped Curriculum

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