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TALENT AND CHANGE
© 2016 IBM Corporation
• Informal learning methods rise, while Instructor-Led Training
continues to decline
• Online training accounts for just over 25% of L&D delivery
methods
• Pace of innovation accelerating, but engagement is still
critical
Tech Disruptors for
Learning and Development
TALENT AND CHANGE
© 2016 IBM Corporation
Disruptors
TALENT AND CHANGE
© 2016 IBM Corporation
iBeacons
Overview
Allows Mobile Apps (running on both iOS
and Android devices) to listen for signals
from beacons in the physical world and
react accordingly.
Mobile Apps are able to understand their
position on a micro-local scale, and deliver
hyper-contextual content to users based on
location.
For L&D
• Targeted learning
• Attendance and registration
• Social – e.g. SME is on the
premises or distributing training,
results or appointments if linked
to an LMS.
Google's Eddystone can give
devices a better indication of what
objects and places are around
them.
TALENT AND CHANGE
© 2016 IBM Corporation
Analytics
Overview
Continues to be big business, 2016
has been dubbed by Forbes as the
“Year of the Data Analyst.”
Moving more to the concept of self-
service analytics by providing
business users with leading-edge
analytics without requiring
programming assistance.
For L&D
• Personal/adaptive learning
• Talent Management (predicting
retention, recruitment and
revenue generation)
• Business Intelligence
• Benefits Realisation
TALENT AND CHANGE
© 2016 IBM Corporation
Adaptive / Personalised Learning
Example - Watson Cognitive Learning
The system could couple a student's goals and
interests with data on their learning styles so that
teachers can determine what type of content to
give the student, and the best way to present it.
The teacher would use this cognitive system to
find out the students learning style and develop a
plan that addresses their knowledge gaps.
Overview
L&D, HR and IT organisations should look to
extend knowledge retention and transfer by
providing more-personalised learning
experiences.
For L&D
• Tailor learning to staff strengths,
learning styles etc.
• Combined with analytics to create
bespoke personalised.
• Save time through pre-training
testing
TALENT AND CHANGE
© 2016 IBM Corporation
Gamification
For L&D
• Adoption of new technologies, processes and behaviours
• Embedding cultural changes
• Workforce engagement
• Secondary learning
• Better adoption through interactive change management
Overview
Gamification is the concept of applying game
mechanics and game design techniques to
engage and motivate people to achieve their
goals.
Gamification taps into the basic desires and
needs of the users impulses which revolve
around the idea of Status and Achievement.
TALENT AND CHANGE
© 2016 IBM Corporation
Internet of Things
Internet of Things Business Strategy Link
Overview
By 2020, 30 billion total devices will be connected,
nearly triple the number that exist today. The ability
to share content digitally with both trainers and peers
encourages collaboration and engagement.
Gartner predicts total services spending of $235
billion in 2016, up 22% from 2015.
Internet of Things or Sensors of Things – This is
where the value is predicted.
For L&D
• Automate repetitive functions
• Reduced human interface
• Better workforce collaboration
• Wellbeing monitoring
TALENT AND CHANGE
© 2016 IBM Corporation
Emotion Recognition
Overview
Emotion recognition collects data and
makes decisions and predictions based on
facial and audio detection recognition.
For L&D
• Wearables that help autistics discern
emotion
• Check out counters, virtual shopping
• Creating new virtual reality experiences
• Adding another security layer to security at
shopping centres, airports, sports arenas,
and other public venues
• User response to video games,
commercials, or products on a larger scale
• Spot struggling students in a classroom
environment
Watson Tone Analyser
Moodies Emotions Analytics
TALENT AND CHANGE
© 2016 IBM Corporation
Machine Learning
Overview
Enables quickly and automatically producing
models that can analyse bigger, more complex
data and deliver faster, more accurate on a very
large scale.
The result is high-value predictions that can
guide better decisions and smart actions in real
time without human intervention.
(Predictive analytics, not problem solving)
Not “Cognitive Computing”
Cognitive computing involves self-learning
systems that use data mining, pattern recognition
and natural language processing to mimic the
way the human brain works. The goal of cognitive
computing is to create automated IT systems that
are capable of solving problems without
requiring human assistance.
For L&D
• Text-based sentiment analysis
• Prediction of equipment
failures
• Pattern and image recognition
(security, people)
• Talent management
TALENT AND CHANGE
© 2016 IBM Corporation
Augmented Reality
Overview
Augmented Reality is a live, direct or
indirect, view of a physical, real-world
environment whose elements are
augmented by computer-generated
sensory input such as sound, video,
graphics or GPS data.
For L&D
• Simulating training eg online teacher and a
virtual tour of Mars
• Internal/working views e.g. engines
• Detailed as well as a holographic interface
that displays the correct wires and
functions for maintenance tasks
• Combine with analytics, adaptive learning
and sentiment analysis.
TALENT AND CHANGE
© 2016 IBM Corporation
Device/App Mesh
Overview - Device Mesh
Use of the increased number of sensors
embedded in many technologies and devices
that we use personally and professionally.
They connect multiple devices to apps
seamlessly without the need for computers or
phone networks.
E.g. cars, cameras and appliances.
http://www.gartner.com/smarterwithgartner/top-ten-technology-trends-
signal-the-digital-mesh/
Overview – Mesh Apps
More apps are being built to be plugged together
with greater value than as individual apps. They
also become smarter as they gather more data
on our daily patterns.
E.g. Combine inputs from social network,
payment, events, activities and chat.
http://www.mesh-app.co/#app-features
For L&D
• Social and collaborative learning
and working
• Sentiment analysis
• Personal wellbeing
TALENT AND CHANGE
© 2016 IBM Corporation
Ambient User Experience
Overview
A constant flow of connectivity regardless of where you are and which device or
devices you are using to connect. Combines device and app meshes.
Whether you are sitting in your car, train or sofa, the information and experience
should flow from one device to another.
The experience blends physical, virtual and electronic environments, and uses
real-time contextual information as the ambient environment changes or as the
user moves from one place to another.
For L&D
• Vital for next generation user experience.
• Shift the focus on design from discreet apps to the entire
mesh of products and services involved in the user
experience.
• Will become so smart that they will be able to organize
our lives without our even noticing that they are doing so.
• Social and collaborative learning and working
TALENT AND CHANGE
© 2016 IBM Corporation
References
1.https://www.accenture.com/t20160202T102002__w__/us-
en/_acnmedia/Accenture/Omobono/TechnologyVision/pdf/Technology-Trends-Technology-
Vision-2016.pdf#zoom=50
2.http://www.deloittedigitaldisruptors.com/2015/10/28/5-top-trends-in-tech-for-2016/
3.http://www.forbes.com/sites/peterhigh/2015/10/06/gartner-top-10-strategic-technology-trends-
for-2016/#2e6f65443d05
4.UK Corporate Learning Factbook 2016: Benchmarks, Trends, and Analysis of the UK Training
Market
5.http://www.trainingzone.co.uk/lead/strategy/the-big-five-learning-technology-trends-for-2016
6.Gamification http://www.trainingindustry.com/e-learning/articles/gamification-the-training-
trend-for-2016.aspx
7.Apps http://www.trainingindustry.com/workforce-development/articles/millenials,-
uberization-and-apps-the-people,-process-and-technology-drivers-of-ld-disruption.aspx
8.Analytics - http://www.forbes.com/sites/valleyvoices/2016/01/20/five-ways-data-analytics-will-
shape-business-sports-and-politics-in-2016/
9.IOT - http://www.techradar.com/us/news/internet/10-ways-the-internet-of-things-could-
change-the-world-in-2016-1310631

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Learning Tech Disruptors 2016

  • 1. TALENT AND CHANGE © 2016 IBM Corporation • Informal learning methods rise, while Instructor-Led Training continues to decline • Online training accounts for just over 25% of L&D delivery methods • Pace of innovation accelerating, but engagement is still critical Tech Disruptors for Learning and Development
  • 2. TALENT AND CHANGE © 2016 IBM Corporation Disruptors
  • 3. TALENT AND CHANGE © 2016 IBM Corporation iBeacons Overview Allows Mobile Apps (running on both iOS and Android devices) to listen for signals from beacons in the physical world and react accordingly. Mobile Apps are able to understand their position on a micro-local scale, and deliver hyper-contextual content to users based on location. For L&D • Targeted learning • Attendance and registration • Social – e.g. SME is on the premises or distributing training, results or appointments if linked to an LMS. Google's Eddystone can give devices a better indication of what objects and places are around them.
  • 4. TALENT AND CHANGE © 2016 IBM Corporation Analytics Overview Continues to be big business, 2016 has been dubbed by Forbes as the “Year of the Data Analyst.” Moving more to the concept of self- service analytics by providing business users with leading-edge analytics without requiring programming assistance. For L&D • Personal/adaptive learning • Talent Management (predicting retention, recruitment and revenue generation) • Business Intelligence • Benefits Realisation
  • 5. TALENT AND CHANGE © 2016 IBM Corporation Adaptive / Personalised Learning Example - Watson Cognitive Learning The system could couple a student's goals and interests with data on their learning styles so that teachers can determine what type of content to give the student, and the best way to present it. The teacher would use this cognitive system to find out the students learning style and develop a plan that addresses their knowledge gaps. Overview L&D, HR and IT organisations should look to extend knowledge retention and transfer by providing more-personalised learning experiences. For L&D • Tailor learning to staff strengths, learning styles etc. • Combined with analytics to create bespoke personalised. • Save time through pre-training testing
  • 6. TALENT AND CHANGE © 2016 IBM Corporation Gamification For L&D • Adoption of new technologies, processes and behaviours • Embedding cultural changes • Workforce engagement • Secondary learning • Better adoption through interactive change management Overview Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement.
  • 7. TALENT AND CHANGE © 2016 IBM Corporation Internet of Things Internet of Things Business Strategy Link Overview By 2020, 30 billion total devices will be connected, nearly triple the number that exist today. The ability to share content digitally with both trainers and peers encourages collaboration and engagement. Gartner predicts total services spending of $235 billion in 2016, up 22% from 2015. Internet of Things or Sensors of Things – This is where the value is predicted. For L&D • Automate repetitive functions • Reduced human interface • Better workforce collaboration • Wellbeing monitoring
  • 8. TALENT AND CHANGE © 2016 IBM Corporation Emotion Recognition Overview Emotion recognition collects data and makes decisions and predictions based on facial and audio detection recognition. For L&D • Wearables that help autistics discern emotion • Check out counters, virtual shopping • Creating new virtual reality experiences • Adding another security layer to security at shopping centres, airports, sports arenas, and other public venues • User response to video games, commercials, or products on a larger scale • Spot struggling students in a classroom environment Watson Tone Analyser Moodies Emotions Analytics
  • 9. TALENT AND CHANGE © 2016 IBM Corporation Machine Learning Overview Enables quickly and automatically producing models that can analyse bigger, more complex data and deliver faster, more accurate on a very large scale. The result is high-value predictions that can guide better decisions and smart actions in real time without human intervention. (Predictive analytics, not problem solving) Not “Cognitive Computing” Cognitive computing involves self-learning systems that use data mining, pattern recognition and natural language processing to mimic the way the human brain works. The goal of cognitive computing is to create automated IT systems that are capable of solving problems without requiring human assistance. For L&D • Text-based sentiment analysis • Prediction of equipment failures • Pattern and image recognition (security, people) • Talent management
  • 10. TALENT AND CHANGE © 2016 IBM Corporation Augmented Reality Overview Augmented Reality is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. For L&D • Simulating training eg online teacher and a virtual tour of Mars • Internal/working views e.g. engines • Detailed as well as a holographic interface that displays the correct wires and functions for maintenance tasks • Combine with analytics, adaptive learning and sentiment analysis.
  • 11. TALENT AND CHANGE © 2016 IBM Corporation Device/App Mesh Overview - Device Mesh Use of the increased number of sensors embedded in many technologies and devices that we use personally and professionally. They connect multiple devices to apps seamlessly without the need for computers or phone networks. E.g. cars, cameras and appliances. http://www.gartner.com/smarterwithgartner/top-ten-technology-trends- signal-the-digital-mesh/ Overview – Mesh Apps More apps are being built to be plugged together with greater value than as individual apps. They also become smarter as they gather more data on our daily patterns. E.g. Combine inputs from social network, payment, events, activities and chat. http://www.mesh-app.co/#app-features For L&D • Social and collaborative learning and working • Sentiment analysis • Personal wellbeing
  • 12. TALENT AND CHANGE © 2016 IBM Corporation Ambient User Experience Overview A constant flow of connectivity regardless of where you are and which device or devices you are using to connect. Combines device and app meshes. Whether you are sitting in your car, train or sofa, the information and experience should flow from one device to another. The experience blends physical, virtual and electronic environments, and uses real-time contextual information as the ambient environment changes or as the user moves from one place to another. For L&D • Vital for next generation user experience. • Shift the focus on design from discreet apps to the entire mesh of products and services involved in the user experience. • Will become so smart that they will be able to organize our lives without our even noticing that they are doing so. • Social and collaborative learning and working
  • 13. TALENT AND CHANGE © 2016 IBM Corporation References 1.https://www.accenture.com/t20160202T102002__w__/us- en/_acnmedia/Accenture/Omobono/TechnologyVision/pdf/Technology-Trends-Technology- Vision-2016.pdf#zoom=50 2.http://www.deloittedigitaldisruptors.com/2015/10/28/5-top-trends-in-tech-for-2016/ 3.http://www.forbes.com/sites/peterhigh/2015/10/06/gartner-top-10-strategic-technology-trends- for-2016/#2e6f65443d05 4.UK Corporate Learning Factbook 2016: Benchmarks, Trends, and Analysis of the UK Training Market 5.http://www.trainingzone.co.uk/lead/strategy/the-big-five-learning-technology-trends-for-2016 6.Gamification http://www.trainingindustry.com/e-learning/articles/gamification-the-training- trend-for-2016.aspx 7.Apps http://www.trainingindustry.com/workforce-development/articles/millenials,- uberization-and-apps-the-people,-process-and-technology-drivers-of-ld-disruption.aspx 8.Analytics - http://www.forbes.com/sites/valleyvoices/2016/01/20/five-ways-data-analytics-will- shape-business-sports-and-politics-in-2016/ 9.IOT - http://www.techradar.com/us/news/internet/10-ways-the-internet-of-things-could- change-the-world-in-2016-1310631

Editor's Notes

  1. iBeacon is the name for Apple’s technology standard, which allows Mobile Apps (running on both iOS and Android devices) to listen for signals from beacons in the physical world and react accordingly. In essence, iBeacon technology allows Mobile Apps to understand their position on a micro-local scale, and deliver hyper-contextual content to users based on location. The underlying communication technology is Bluetooth Low Energy. Bluetooth Low Energy is a wireless personal area network technology used for transmitting data over short distances. As the name implies, it’s designed for low energy consumption and cost, while maintaining a communication range similar to that of its predecessor, Classic Bluetooth. BLE is ideal for simple applications requiring small periodic transfers of data. Classic Bluetooth is preferred for more complex applications requiring consistent communication and more data throughput. Google - Importantly, beacons do not generally accept connections from other devices, meaning that the beacon itself cannot record what devices are in its vicinity.
  2. The Watson Cognitive Tutor (WCT) is an interactive application for students providing: Content exploration (related concepts, reactive documents, multiple representations) Question generation around pre-requisite concepts during remediation Formative and summative assessments Gamification: points, badges, lock/unlock tests Simple conversational chat to help troubleshoot Learner Risk Stratification: We group learners into risk cohorts with respect to specific outcomes by generating insights from data-driven analytics of factors such as students' course performance, grade progression, attendance and engagement, socio-economic indicators, disciplinary actions, social/collaborative behavior, learning patterns and teacher effectiveness, to name a few. Content Analytics: We apply deep analytic techniques on content and its usage to annotate content with rich meta-data related to learning concepts, content quality and effectiveness, interaction patterns etc. that help learners and teachers harness large content repositories effectively, and receive targeted recommendations. Personalized Pathways: We recommend and record learner-specific interventions, and continuously learn from past data and outcomes to design more effective pathways for individual learners. A rich, instrumented learning platform (that supports offline and tablet-based learning) provides personalized and adaptive learning support and integrates inside and outside classroom learning and feedback to provide a seamless blended learning experience.
  3. Bluetooth Smart tech is set to increase by up to four times, enjoy a 100% increase in speed, and deliver faster data transfers. The key concept behind Internet of Things (IoT) meshing is to enable connected things -- such as lights and thermostats that contain embedded sensor technologies -- to communicate without relying on PCs or dedicated hub services. This makes it much simpler to build a network of connected things and is, as a bonus, relatively inexpensive.
  4. Emotional Recognition -These employ a suite of proprietary algorithms that analyse many facets of the user’s speech, such as the GVC Emotion Recognition and GVC Voice Disorder Detection algorithms. Uses include health, marketing, safety, workforce analysis. If businesses could sense emotion using tech at all times, they could capitalize on it to sell to the consumer in the opportune moment. Sound like 1984? The truth is that it’s not that far from reality. Machine emotional intelligence is a burgeoning frontier that could have huge consequences in not only advertising, but in new startups, healthcare, wearables, education, and more. There’s a lot of API-accessible software online that parallels the human ability to discern emotive gestures. These algorithm driven APIs use use facial detection and semantic analysis to interpret mood from photos, videos, text, and speech. Today we explore over 20 emotion recognition APIs and SDKs that can be used in projects to interpret a user’s mood. Use Cases For Emotion Recognition Smile — you’re being watched. The visual detection market is expanding tremendously. It was recently estimated that the global advanced facial recognition market will grow from $2.77 Billion in 2015 to $6.19 Billion in 2020. Emotion recognition takes mere facial detection/recognition a step further, and its use cases are nearly endless. An obvious use case is within group testing. User response to video games, commercials, or products can all be tested at a larger scale, with large data accumulated automatically, and thus more efficiently. Bentley used facial expression recognition in a marketing campaign to suggest car model types based on emotive responses to certain stimuli. Technology that reveals your feelings has also been suggested to spot struggling students in a classroom environment, or help autistics better interact with others. Some use cases include: Helping to better measure TV ratings. Adding another security layer to security at malls, airports, sports arenas, and other public venues to detect malicious intent. Wearables that help autistics discern emotion Check out counters, virtual shopping Creating new virtual reality experiences
  5. A variety of other trends have led to an increased number of sensors embedded in many technologies and devices that we use personally and professionally. They become smarter as they gather more data on our daily patterns. Gartner predicts that these sensors, which tend to work in silos today will increasingly work in concert, leading to even greater insights about our daily patterns. BYOD has now transformed into the “Device Mesh”. IoT uses internet, device mesh use NFC, blue tooth, wi-fi etc. More apps are being built to be plugged together, and the value of the combination is much greater than the sum of the parts.  As Lyft has integrated with comparable offerings in other countries, its ability to expand its offering for traditional customers traveling abroad and the reverse has meant faster growth with minimal cost implications. What is a mesh network? The answer varies a bit depending upon whom you ask, but the key is that mesh networks typically rely on wireless nodes rather than centralized access points to create a virtual wireless backbone. In other words, mesh networks wirelessly connect devices and computers directly without involving a phone company or ISP.
  6. Gartner refers to these devices and sensors’ ability to gather more contextual data as described above as AMbient UX. The challenge will be with application design, anticipating this level of device synchronicity and collaboration, for lack of better framing. Gartner posits that the devices and sensors will become so smart that they will be able to organize our lives without our even noticing that they are doing so. The device mesh creates the foundation for a new continuous and ambient user experience. Immersive environments delivering augmented and virtual reality hold significant potential but are only one aspect of the experience. The ambient user experience preserves continuity across boundaries of device mesh, time and space. The experience seamlessly flows across a shifting set of devices and interaction channels blending physical, virtual and electronic environment as the user moves from one place to another.
  7. https://www.google.co.uk/search?q=technology+disruptors+in+learning&ie=utf-8&oe=utf-8&gws_rd=cr&ei=nZTWVoyVKMaIUdmPoMAH