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RePubIT - Interactive ePub3 & Analytics

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RePubIT is a innovational prototyping design studio for mobile and social learning technology focused on revolutionizing adult learning and talent development, stoking the innovative process in our global corporate landscape. Our executives have published several books on the cognitive process with educational technology, and sit on a variety of specification standards committees (IDPF, IEEE, EduPub, BISG...) driving the transition to and enrichment of interactive ebook based mobile learning.

This presentation demonstrates the use of standard SCORM / xAPI experiential learning analytic techniques, applied to the industry standard ePub3 interactive eBook format. This breakthrough allows learners to collect important data about their learning experience with an open direct channel to a trainer or mentor regardless of time-of-day or locale. The dashboard and data automation benefits employees and employer alike, summarizing skill mastery, compliance, interdepartmental knowledge exchange, recognition, personal satisfaction, and a sense of corporate mission.

RePubIT enables both socialization and mobilization of learning content that is disaggregated into small, cognitive learning objects giving corporate teams the exact information and knowledge they need, when they need it.

In a workplace rich with "smart" mobile devices it is a logical transition to redesign corporate training, process, and methodology documentation to meet the coming demand for mobile, just-in-time knowledge exchange. RePubIT experts support corporate learning organizations at all stages of transition with executive briefings, technical workshops, readiness assessment, prototype and production development services.

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RePubIT - Interactive ePub3 & Analytics

  1. 1. THE CASE FOR INTERACTIVE EPUB3 How Interoperable Networked Learning Objects Improve Learning Effectiveness, Just-in-Time Performance Support, and Training Programs.
  2. 2. Table of Contents • Knowing-Doing Gap • Vision • Engine of Learning – Networked learning objects – Distribution platform • Interactive ePub3 Demo • Questions
  3. 3. RePubIT Team John B. Costa - President / CEO Michael J. Moon - Partner / Consultant Dr. Ian Gibson PhD - Partner / Consultant Dr. Atsusi “2C” Hirumi PhD - Key Advisor & Consultant Network Partners: Content Development, Production Services, Reading Platform Development. Industry Standards Bodies: IEEE, BISG, IDPF (ePub), IMS Global, ADL (xAPI), Edupub Advisory Board: Roger Mundell - UDUTU Learning Systems, Inc. Tyde Richards - IEEE / ADB & STEM
  4. 4. THE KNOWING-DOING GAP SOCIAL LEARNING AND EMPLOYEE ENGAGEMENT
  5. 5. Training & Performance Support • Ongoing investment in all companies Images ©2014 freedigitalphotos.net
  6. 6. Gap Acceleration • 5 Years = 10X change means – Individuals fall farther behind – Become less productive – Add less value – Become less employable – Drain profitability • Consequence – Less competitive – More likely takeover target
  7. 7. We all learn differently • At different rates • For different reasons • One size fits all? – Not particularly well • “Learning Preferences” not learning style • Why most training fails
  8. 8. Closing the Knowing-Doing Gap • Learning how adults learn – Adult learning and ESL – Khan/Flipped Classroom – Pair programming/agile • Demand – Innovate learning processes • Solution – Social Learning
  9. 9. Our Vision • Mobile – Native to tablets and smartphones • Social – Live help, study buddies, private messaging • Small chunks – 15, 7, and 3 minute learning intervals • “Network learning objects” – Atomic unit of learning – Media + Metrics + Real-time reporting • “Knowledge GPS” – Skill attainment validation – Next-best thing to learn – Enterprise wide dashboard • “Gamification” – Adult learning best practices • Small-group projects • Fast feedback cycles • Rewards and recognition • Badging and leader board – Immersive • Multimedia sequences • Game-like engagement • Popup quizzes and assessment • Transmediation – Curricula disaggregation – Reconstituted as networked learning object – Assembly in mobile native forms
  10. 10. Closing the Gap • Problem to solve – Effective learning that fits the mobile engagement modes of today’s workers • Solution components – Articulated knowledge: Procedures, training material, etc. – Tacit Knowledge: SME Interviews, practitioner discussions, etc. – Knowledge validation: Lean manufacturing of learning intervals • Innovation process design – Mission and business goals: Training, performance support, employee engagement, institutional knowledge – Readiness assessment: What works, what is broken/missing, etc. – Minimum viable products: Fast-cycle hypothesis-testing – Engagement: Bottom-up user feedback
  11. 11. ENGINE OF LEARNING NETWORKED LEARNING OBJECTS AND ACTION SETS
  12. 12. Engine of Learning • Learning Intervals – 15, 7, or 3 minutes • Mobile Engagement – Action Sets • Social Environment – Scheduled and ad hoc peer mentoring • Digital Assets – networked learning objects • Instrumentation – Real-time monitoring of micro-learning activities • Learning Analytics – Skill attainment dashboard • Prescriptive Action – Suggested next lessons – Remedial exercises
  13. 13. Networked Learning Object Benefits • Faster time-to-fluency / skill attainment • Faster training of new and replacement staff • Documented compliance • Performance support – Just-in-time learning • Faster, lower-cost updates – Training material – Manuals – Corporate publications
  14. 14. ALTERNATIVES OPTIONS FOR IMPROVING TRAINING AND PERFORMANCE SUPPORT
  15. 15. Easy Options • Do nothing, wait for retirement • Form a committee to study how to research the issue. • Insinuate that someone else form/ lead a taskforce. • Buy an LMS and use technology in place of a “baked” strategy • Hire expert training consultancy to parachute a solution into the organization. • Fumble forward in DIY mode.
  16. 16. Four Essential Items to Address • Business needs skilled workers for innovation • Employees need to close personal “Knowing- Doing Gap” • Align business protocols, performance support and employee engagement. • Provide common cloud based platform & related mobile learning material
  17. 17. • Learning, Performance support, and Personal Development • Smartphones & Tablets • Mobile “ePub3” • Immersive • Interactive • Measurable Images ©2014 freedigitalphotos.net A Common Platform
  18. 18. Social Learning Environments • Self-directed study • Instant help / coaching • Small-group study circles • Scheduled 1-on-1 mentoring • Managed networked learning objects • Skill-attainment tracking and feedback Images ©2014 freedigitalphotos.net
  19. 19. This Will It Take? • Assessment • Planning • Coordination • Development • Testing
  20. 20. What can RePubIT do to help? • Executive Briefings / Workshops • Readiness Assessment • Instructional Design
  21. 21. What can RePubIT do to help? • ePub3 Prototype & Production • Learning Analytics / Metadata • Content Development
  22. 22. What can RePubIT do to help? • Distribution / DRM • Integration • R&D / Standards Dev
  23. 23. Demonstration • Case for Interactive ePub3 – http://bit.ly/RPDemo1 • mLearnCon 2014 - ePub3 Experience xAPI Demo – http://vimeo.com/100840802
  24. 24. Thank You! Questions? Michael J. Moon Partner – RePubIT LLC / CEO – Gistics, Inc Oakland, CA 94618 USA +1 510 450-9999 moon@gistics.com John B. Costa CEO – RePubIT LLC Sanford, FL 32771 USA +1 321 262-3626 jbcosta@repubit.com www.linkedin.com/in/johnbcosta1 www.repubit.com

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