Ultra Learn


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Ultra Learn

  1. 1. Introduction  Using Videos for Learning  Impact of Interactive Video – a Case Study  Challenges in Video-based Learning  Requirements for next generation Video  Learning Solutions UltraLearn.com – Presentation 
  2. 2. Softech Worldwide LLC.  ◦ based in Sterling, VA (since April 1997) ◦ complete Web-based solutions for Rich Media Content: Authoring & Remixing  Management & Profiling  Distribution & Delivery  Tracking & Reporting  Working on video since 2002  More than 300,000 learners  benefit from our solutions
  3. 3.  We are learning-technology inventors, and business process consultants for Learning  Working on video since 2002  More than 300,000 learners benefit from our invented solutions  More than 20 yrs experience with training and learning  Microsoft Silverlight Partner – Pioneers in Microsoft Silverlight based Rich Media Solutions for Video-based Applications  Microsoft Gold Certified Partner (Competencies: Advanced Infrastructure Solutions, ISV, Information Worker)  Certified for Quality Management Principles - ISO 9001:2000
  4. 4. Rapidly becoming ubiquitous means of  communication and education Horizon Report 2008 (by EDUCAUSE Learning  Initiative): ◦ Content production becoming grassroots ◦ New forms of interaction and assessment for collaborative learning ◦ Video has most potential for improving the educational curve ◦ On-demand learning possible with video and Internet combined
  5. 5. Case Study: International Journal of Education and  Development using Information and Communication Technology (IJEDICT), 2007 Effectiveness of video as an instructional medium  in teaching rural children agricultural and environmental sciences
  6. 6. Assessing the impact of interactive video on  learning effectiveness Four different settings studied  with interactive video ◦ with non-interactive video, ◦ without video ◦ traditional classroom ◦ Result:  ◦ effectiveness contingent upon interactivity ◦ significantly better learning performance and higher level of learner satisfaction ◦ Students using non-interactive video did not improve Sciencedirect.com
  7. 7. Video for Learning:  Fastest way to learn ◦ Growing adoption ◦ Reusability ◦ Found to be as effective as classroom ◦ With interactivity, found to surpass classroom in ◦ effectiveness ◦ Easy to produce, edit and deliver via today’s technology ◦ No geographical boundaries when delivered online
  8. 8. Converting videos into effective trainings  Timely distribution to targeted audience  A one-way medium  ◦ with no feedback; no way of knowing: ◦ who actually watched? ◦ how much of it was absorbed? ◦ what was the viewing pattern? ◦ did the viewer skip frames?
  9. 9. Professional video production  Adding Interactivity to videos for improved  effectiveness in a cost effective way Distribution/delivery  Video Content/Library Management:  ◦ Search within videos ◦ Quick knowledge retrieval Tracking & Analytics – was training completed  ? Effectiveness & Calculating ROI 
  10. 10. Adapting to video learning and making it  Interactive should not increase your cost Solutions should offers a quick way for anyone to  upload video and turn it into an interactive presentation without external help Ability to create Interactive video trainings should  be able to keep pace with ever increasing speed of content generation
  11. 11. Must have an assessment and feedback  mechanism thus engaging the learner. Allows ability to measure training  effectiveness. Knowledge (even within the video) should  be searchable for instant learning.
  12. 12. Ideally, a SaaS offering to remove cost &  technical barriers to enter the video learning realm. Should have easy ability to mashup content to  enrich, repurpose and reuse video presentations The solution should be able to convert your  webcasts and recorded events into Interactive Learning within no time
  13. 13. Definition (wikipedia)  ◦ Mashup (digital), a digital media file containing any or all of text, graphics, audio, video, and animation, which recombines and modifies existing digital works to create a derivative work. ◦ Mashup (video), a video that is edited from more than one source to appear as one Uses: Enhancing a message, clarifying a  point, illustrating text, pointing out an important area in the video, new meaning to old video!
  14. 14. Allows users to:  Produce interactive videos with slides, sounds, images, text and branched quizzes  Broadcast to target audience allowing search within videos  Evaluate learner understanding and content effectiveness from feedback and tracking analytics …all on the web …quickly and easily …in a Software-as-a-Service (hosted) model Rapid Creation, Instant Distribution, Easy Use, Real Time Measurement
  15. 15. Do you use videos for training and learning? 1. A. Yes B. No C. Planning to What do you use video training for? 2. A. Product Knowledge B. Compliance C. Lectures D. Ethics E. Soft Skills F. Safety G. Corporate communication H. Other
  16. 16. Is your learning audience regionally dispersed? 3. A. No B. Yes – across cities/states C. Yes – global presence / multilingual What is the size of audience that benefit from 4. your on-demand learning content A. 1 - 100 B. 101 - 1000 C. 1001 – 10,000 D. 10,000 – 50,000 E. Above 50,000
  17. 17. What is the size and growth of digital learning 5. assets in your repository? A. No. of videos: ___ B. No. of new content added each year: ___ C. Average size of each video: ___ MB D. Average quality of each video: ___ Kbps E. Formats: SWF, FLV, WMV, MPG, Other: ___ Are you using and satisfied with your Learning 6. Management System? A. Not using B. Using LMS – but results are not visible or satisfactory C. Using LMS – but is difficult or costly to maintain, or complex to use D. Using LMS – and satisfied E. Please indicate which LMS you are using (if any): ___
  18. 18. What are the key training and learning 7. requirements and challenges you are considering? A. Content production time/cost B. Delivery / distribution time/cost C. Results / feedback / analytics D. Interactivity E. Content Piracy / Digital Rights Management F. LMS Complexity/Rigidity G. Speed of business environment & learning need changes H. Other: ___
  19. 19. How do you produce videos / interactive 8. learning content? A. Outsource to service providers B. Create in house 1. Please mention software tools you are using: ____ 2. Please mention number of people involved in production: ____ What is the time and cost involved in 9. producing an effective rich media learning content? A. Time: ___ weeks per production B. Cost: $ ____ per production
  20. 20. How do you deliver content to target audience? 10. A. Outsource to service providers B. Distribute ourselves 1. Please mention the method of delivery: a) CD/DVD b) LAN/WAN/Intranet c) Internet site (URL: ____) d) Other: ____ 2. Please mention number of people involved in content distribution: ____ Do you have control over who accesses your learning content? 11. A. Yes B. No C. Partially What is the time and cost involved in distribution of learning 12. content? A. Time: ___ weeks per content B. Cost: $ ____ per content
  21. 21. How do you evaluate results/effectiveness 13. of your learning content? A. Not able to currently… searching for a solution B. By tracking completion by each learner C. By tracking detailed usage by each learner D. By tracking individual quiz scores E. By tracking consolidated reports over all users F. By offline feedback, comments and questions G. Other: ___