Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy

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Social, Mobile and Games - oh my! In this session, I addressed the challenges of incorporating these models into elearning programs and strategies.

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  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  • Slide 14The other complexity is global and more specializedWork from anywhereLast year global mobile topped 1B; by 2013 1.2B; in U.S. 75% workers will be mobileBlessing and a curseGlobal mobile data traffic grew 2.6-fold in 2010, nearly tripling for the third year in a row. Mobile data traffic in 2010 was three times the size of the entire global Internet in 2000. Mobile network connection speeds doubled in 2010.Researchers at Raytheon made a breakthrough in March that could translate to a 1000 fold increase in the data capacity of optical networks.http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdfhttp://www.newscientist.com/article/mg20928055.400-quantum-trickery-could-lead-to-stealth-radar.html[Click]
  • Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy

    1. 1. David WilkinsVP, Taleo Researchdwilkinsnh on the social web
    2. 2. LEARNING TECHNOLOGY PAST, PRESENT, AND FUTURE LCMS SL Complexity of Intervention EPSS KMS LMS Virtual CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC2 = relative growth over last few years, deep green is most growth
    3. 3. LEARNING TECHNOLOGY PAST, PRESENT Gaming LCMS SL Complexity of Intervention EPSS KMS LMS Virtual Mobile CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC3 = relative growth over last few years, deep green is most growth
    4. 4. WHY SOCIAL?ModelTime  1900’s 1900’s 2000 
    5. 5. WHY SOCIAL? 1:1ModelTime  1900’s
    6. 6. WHY SOCIAL? 1:1 1 : ManyModelTime  1900’s 1900’s
    7. 7. WHY SOCIAL? 1:1 1 : Many Many : ManyModelTime  1900’s 1900’s 2000 
    8. 8. WHY MOBILE?8
    9. 9. WHY MOBILE? › 43% of U.S. adults say that they’d be willing to give up beer for a month if it meant they could keep accessing the Internet on their smartphones. 36% said they’d be willing to give up chocolate. Google/OTX, The Mobile Movement, U.S, Apr 2011 › Apple sold more iPads in Q4 of 2011 than the total PC’s sold by any single PC manufacturer. iPad Sales Topped PC’s in 4th Quarter, Wall St. Cheat Sheet › On average, Americans spend 2.7 hours per day socializing on mobile devices. That is twice the time spent eating, and 1/3 the time spent sleeping. Mobile by the Numbers, Mashable9
    10. 10. WHY MOBILE?10
    11. 11. WHY MOBILE?11
    12. 12. WHY MOBILE?12
    13. 13. WHY MOBILE?2010 1Bmobile workersBy 2013 1.2Bmobile workers Mobile data traffic in 2010?75% of US workers 3x the size of internet in 2000 Mobile network connection speeds DOUBLED in 2010
    14. 14. WHY GAMES?14
    15. 15. WHY GAMES?15
    16. 16. WHY GAMES?16
    17. 17. WHY GAMES?17
    18. 18. WHY GAMES?18
    19. 19. WHY GAMES? False Assumptions Games are for kids? Games are for men? Games are childish? Games don’t teach? Check your premises.19
    20. 20. WHY GAMES? › Main problem with most corporate training? › It’s TRAINING! › Flat, boring, text-heavy › Faux motivation › Games? › Intrinsic motivation › Reward & competition › Social & FUN!20
    21. 21. WHY GAMES? › Main problem with most corporate training? › It’s TRAINING! › Flat, boring, text-heavy › Faux motivation › Games? › Intrinsic motivation › Reward & competition › Social & FUN!21
    22. 22. WHY GAMES?22
    23. 23. WHY GAMES?23
    24. 24. WHEN & WHY?24
    25. 25. USE CASES FOR SOCIAL: WHEN AND WHY? › Scale vs. scope › Speed vs. accuracy › Authenticity vs. polish › Real world vs. theory / corp perpsective › Continuous vs. episodic › Empowered / respected vs. dependent / ignored › Two way vs. one way › Cultural currency vs. anachronistic25
    26. 26. USE CASES FOR *NOT* SOCIAL: WHY NOT? › Data privacy, personal or personnel › Data privacy, subject matter › Legal hairballs › Compliance and regulatory hairballs › Security issues › Known best practices › Known laws, legal precedent, regulations, rules… › Highly repeatable, long shelf life › Scaffolding and prerequisites, involving practice and assessment26
    27. 27. TYPING YOUR LEARNING NEEDS Emergent, Collaborative, Codified The Social Enterprise Blog
    28. 28. “REAL WORLD” LEARNING
    29. 29. Three Learning Paradigms
    30. 30. HOW DO THESE STRATEGIES DRIVE INTERVENTIONS? Codified Collaborative Emergent • Custom courses • Course authoring* • Discussions • Off-the-shelf courses • Virtual classroom* • List Servs • Curriculum • Blogs • Wikis • Certifications • Discussions • UGC media – video, • Virtual Classroom • Video, audio podcasts, slides… • Simulations • Wikis, Wiki-pages • Idea Sharing • Serious Games • Tagging • Comments • Instructor-led • Saved chat and IM • Ratings and reviews Training • FAQ / Ask an Expert • FAQ / Ask an Expert • Job Aids • Comments • Searching Profiles • Blogs** • Q&A • Tag Clouds • Forms • Social profiles • Social bookmarking • Corporate • Rating and reviews • IM, Chat Directories • Shared Spaces
    31. 31. ONE FINAL POINT ON SOCIAL MODELS
    32. 32. USE CASES FOR MOBILE: WHEN AND WHY? › Workers are “on the road”… duh! ; ) › Stolen moments of time › Reference / refresher – Checklists – Review – Assessment › Actual training › GPS / Audio / Video / Motion / Augmented Reality32
    33. 33. USE CASES FOR *NOT* MOBILE: WHY NOT? › Affordances – tablets vs. phones › Sensitive information › Flash support › Device support33
    34. 34. USE CASES FOR GAMES: WHEN AND WHY?34
    35. 35. USE CASES FOR *NOT* GAMES: WHY NOT?35
    36. 36. SOCIAL: GETTING STARTED36
    37. 37. THIS IS A PROCESS AND CULTURE CHANGE1. NOT A TECHNOLOGY CHANGE
    38. 38. THINK LIKE A GAME DESIGNER:2. REWARD, FEEDBACK, RECOGNITION
    39. 39. THINK LIKE A COMMUNITY MANAGER:3. BARN BUILDING, PROGRAMMING, SEEDING
    40. 40. DON’T ADD TO YOUR TEAM’S BURDEN:4. RETHINK PROCESS: “INSTEAD” NOT “AND”
    41. 41. FOCUS YOUR ENERGY:5. START SMALL, ACHIEVE CRITICAL MASS
    42. 42. QUESTIONS?42

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