This document outlines an 8-week MOOC on strategic innovation led by Professor David A. Owens through Coursera. In week 1, the course context and objectives are introduced. In week 2, participants explore capturing corporate expertise through MOOCs. In week 3, the group converges on a concept to develop virtual reality welding training. Constraints assessments occur through weeks 4-7. In week 8, the course addresses leading innovation strategies, and the document reflects on lessons learned in developing and challenging innovative ideas over the 8 weeks.
The OpenCourseWorld team shares its best practices in MOOC production. If you need any further information, please contact us: partner@opencourseworld.de
Sefi 2015-IFP School-MOOC and Serious Game An Educational Approach on Transfe...Olivier Bernaert
The past years have seen the exponential growth of the number of Massive Open Online Courses (MOOCs). Many universities made the move to predominantly address positioning and students’ selection concerns. Nonetheless, the components used in a MOOC are still pretty much the same as the ones used in online education: lecture, videos, forums and quizzes.
As an application school in engineering for the energy and transportation sectors, IFP School launched its first MOOC on November 2014. In this paper, we describe how the school challenged the current practices with the design and implementation of a Serious Game over a three weeks period of the online course. This pedagogical innovation facilitates knowledge transfer through situational learning. The Serious Game allows the learners to put their knowledge into practice and to face situations they would face in the industry in their future careers.
The paper is organized in two parts. First, we review the main steps of the project: the educational objectives, the instructional design, the content development, the Serious Game usage and the learners’ qualitative feedback. For its first edition, the MOOC has a 31% retention rate on the total number of registered people, a high score considering that the average completion rate for a MOOC is around 10%. According to the MOOC survey, the majority of users considers the Serious Game to be the main positive asset of the course. In addition, partly due to the Serious Game implementation, 49% of the registered people are students under 25 year olds considering that in France, the average for other MOOCs is between 15 and 19%. In a second part, we discuss the characteristics of the Serious Game as it has been implemented in the IFP School MOOC. In particular, we use typological studies on gamification and also multimedia learning to understand if all or part of the components are exclusively related Serious Games theories and principles. Finally, we conclude with the interest of gamification in an application school like IFP School.
The OpenCourseWorld team shares its best practices in MOOC production. If you need any further information, please contact us: partner@opencourseworld.de
Sefi 2015-IFP School-MOOC and Serious Game An Educational Approach on Transfe...Olivier Bernaert
The past years have seen the exponential growth of the number of Massive Open Online Courses (MOOCs). Many universities made the move to predominantly address positioning and students’ selection concerns. Nonetheless, the components used in a MOOC are still pretty much the same as the ones used in online education: lecture, videos, forums and quizzes.
As an application school in engineering for the energy and transportation sectors, IFP School launched its first MOOC on November 2014. In this paper, we describe how the school challenged the current practices with the design and implementation of a Serious Game over a three weeks period of the online course. This pedagogical innovation facilitates knowledge transfer through situational learning. The Serious Game allows the learners to put their knowledge into practice and to face situations they would face in the industry in their future careers.
The paper is organized in two parts. First, we review the main steps of the project: the educational objectives, the instructional design, the content development, the Serious Game usage and the learners’ qualitative feedback. For its first edition, the MOOC has a 31% retention rate on the total number of registered people, a high score considering that the average completion rate for a MOOC is around 10%. According to the MOOC survey, the majority of users considers the Serious Game to be the main positive asset of the course. In addition, partly due to the Serious Game implementation, 49% of the registered people are students under 25 year olds considering that in France, the average for other MOOCs is between 15 and 19%. In a second part, we discuss the characteristics of the Serious Game as it has been implemented in the IFP School MOOC. In particular, we use typological studies on gamification and also multimedia learning to understand if all or part of the components are exclusively related Serious Games theories and principles. Finally, we conclude with the interest of gamification in an application school like IFP School.
Key note "Developing MOOCs for continuous professional training and developm...Olivier Bernaert
Can MOOCs become a long-term answer to the challenges of employment and productivity ?
How can the pedagogical challenges be addressed in terms of efficiency?
How can one ensure the accreditation of the skills acquired?
How can MOOCs address the shortage of highly-qualified professionals in the digital sector (IT, data management, etc.)?
Are MOOCs and/or SPOCs (Small Private Online Courses) an effective answer for training staff within an organization?
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The past few years have seen an exponential growth of the number of MOOCs worldwide. However, it is proven by the avaivalable completion rate data that motivation can quickly fade even for students who are highly motivated at the beginning of the courses. Faced with this realty, it seems crucial for the future of MOOCs to adress this motivational issue and to find ways to improve the completion rates.
IFP School launched two MOOCs – “Sustainable Mobility” and “Oil&Gas” – which saw unusally high completion rates.
In this paper we analyze the results obtained within these two MOOCs. Our goal is to identify the factors that made such completion rates possible and to understand how these key issues help to produce a succesful MOOC. By this analysis, we are able to give some tips in terms of video recording, interactive assignment design such as Serious Game or Mini-games and participant mentoring to promote motivation. Applying these tips when designing a MOOC will minimize the chance of participant withdrawal and thus lead to high completion rates.
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Emooc 2015 conference: IFP School - Learning by doing integration of a Seriou...Olivier Bernaert
Playing is associated to pleasure and fun whereas academic learning is associated to effort and hard work. Many research has shown the benefits of introducing games in academic teaching as a way to improve learning. Curiosity is also important when learning. Indeed, when curiosity is awakened, people learn without resistance. In order to improve the learning experience, a serious game was integrated in a MOOC. The use of a serious game as a form of evaluation in a MOOC is a true innovation in education: students would play a video game where different situations were presented and they would solve problems related to the courses.
Innovating in education is certainly a challenge. Although integrating a serious game in the MOOC platform needed a considerable amount of technical effort, it was an absolute success: the completion rate was high (31%) with a great percentage of young students (49%) following the courses.
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Can MOOCs become a long-term answer to the challenges of employment and productivity ?
How can the pedagogical challenges be addressed in terms of efficiency?
How can one ensure the accreditation of the skills acquired?
How can MOOCs address the shortage of highly-qualified professionals in the digital sector (IT, data management, etc.)?
Are MOOCs and/or SPOCs (Small Private Online Courses) an effective answer for training staff within an organization?
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A short presentation on some of the key shifts we are experiencing over the past few years, their impact on how work, learn, collaborate and the future of work.
Slides Emooc 2016 European MOOC Stakeholders SummitOlivier Bernaert
SLIDES - Presentation by Lucie Dhorne
The past few years have seen an exponential growth of the number of MOOCs worldwide. However, it is proven by the avaivalable completion rate data that motivation can quickly fade even for students who are highly motivated at the beginning of the courses. Faced with this realty, it seems crucial for the future of MOOCs to adress this motivational issue and to find ways to improve the completion rates.
IFP School launched two MOOCs – “Sustainable Mobility” and “Oil&Gas” – which saw unusally high completion rates.
In this paper we analyze the results obtained within these two MOOCs. Our goal is to identify the factors that made such completion rates possible and to understand how these key issues help to produce a succesful MOOC. By this analysis, we are able to give some tips in terms of video recording, interactive assignment design such as Serious Game or Mini-games and participant mentoring to promote motivation. Applying these tips when designing a MOOC will minimize the chance of participant withdrawal and thus lead to high completion rates.
Are you struggling with the challenges of delivering training to a global employee base? Would you like to provide more interactive and engaging training? How about social learning — is this one of your training objectives?
This webinar will showcase seven best practices for using virtual learning environments to:
Deliver a global training experience while enabling localized distinctiveness.
Engage and motivate your learners.
Add social learning to your training arsenal.
Emooc 2015 conference: IFP School - Learning by doing integration of a Seriou...Olivier Bernaert
Playing is associated to pleasure and fun whereas academic learning is associated to effort and hard work. Many research has shown the benefits of introducing games in academic teaching as a way to improve learning. Curiosity is also important when learning. Indeed, when curiosity is awakened, people learn without resistance. In order to improve the learning experience, a serious game was integrated in a MOOC. The use of a serious game as a form of evaluation in a MOOC is a true innovation in education: students would play a video game where different situations were presented and they would solve problems related to the courses.
Innovating in education is certainly a challenge. Although integrating a serious game in the MOOC platform needed a considerable amount of technical effort, it was an absolute success: the completion rate was high (31%) with a great percentage of young students (49%) following the courses.
Workshop materials for vocational further education college staff on a blended learning journey - referencing EU standards for teachers and learners digital literacy
Towards a Crowd-sourced Open Education Strategy for Employment in Europe with Qualification-focused MOOCs
by Stylianos Mystakidis , University of Patras & University of Jyväskylä, Finland and Eleni Berki University of Tampere & University of Jyväskylä, Finland
Europe has the opportunity to utilize Open Education to train specialized workforce and boost employment by increasing MOOC quantity, speeding-up MOOC delivery and improving MOOC quality. Authors propose a crowd-sourced open mechanism called MOOCAgora for the innovative design and agile development of qMOOCs. MOOCAgora is the heart of an 8-stage business circle that impacts the job market. An identified local, national or European skills shortage is addressed in MOOCAgora through massive certified delivery of skills and competences in qMOOCs. qMOOCs are a newly proposed quality-centered format of MOOCs that focuses on skills and qualifications construction. qMOOCs can use a modified version of the MOOC canvas framework for qualifications and competences that can be achieved through three educational components/paradigms: deep learning experiences, problem-focused education and 3d virtual immersive environments.
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An educational Web3 Platform where anyone can learn and educate in a 3D digital metaverse campus through virtual classrooms, lecture theatres, or 1:1 tutoring. Solving real-world problems of inaccessibility & barriers to education via an immersive, gamified environment.
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Et si l’intégration de plusieurs approches valorisait le processus d’innovation?
C’est en formant des « Lean Six Sigma Masters Black Belts » aux techniques de
« Creative Problem Solving » que j’ai pris conscience que des approches
radicalement opposées peuvent se compléter et maximiser la recherche de
valeur dans les processus d’innovation.
Façon MacGyver, couteau suisse en poche, j’ai recensé dans cette version ce qu’il
me semble nécessaire pour INNOVER avec BON SENS,
le Savvy Thinking EFFICACE
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[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
4. remy.agitateurdidees@orange.fr 4
The project has a clear objective…and a time frame a little
bit longer than the 8 weeks period we have.
Team Roster
Innovation Opportunities
Project Design Brief
Jennifer Yuriy
Richard
Rémy
AJohn
Zahoor
Build a group using forums to study
how integrate MOOC's in a corporate university
curriculum?
5. remy.agitateurdidees@orange.fr
By 2018, 1/3 of the actual experts workforce
will be retired in the high-tech industries
5
We need YOU to catch the tacit knowledge they have about
processes, products and informal support network on
key technologies
STUDENT EDUCATION ENTERPRISE
7. remy.agitateurdidees@orange.fr
First point of convergence
Explore the potential for a MOOC to capture corporate expertise and
knowledge within a corporate learning environment
7
In knowledge transfer, age matters
To stay creative they have to build something with their hands
Generation Y +20-U33
Generation Zappers U20
Gaming, Real Experience
New Sources of Motivation
Baby Boomers +50
Generation X +33-U50
8. remy.agitateurdidees@orange.fr
Knowledge is
Explicit 30% & 70% implied
8
In an instant economy
We have to Link Past, Present, & Future
Personalization : common & suitable for me
in a context of adaptable Living –
Working and a Multicultural society
Omnipresence of Technology
And Communications
A Greying Population
With Kid’s rules
9. remy.agitateurdidees@orange.fr
The end of my nightmare
Who is Cruella ?
104 found, I successfully
completed
9
My Name: My Team Name:
Rémy GAUDY
How we can use MOOCs in firm’s corporate universities
# Idea (Optional Descriptive Note)
1 accredit student by a job guaranty
2 accredit the world-wide workgroup done
3 adapt the momentum of the training to the student constraints (time vs. delay vs. knowledge assessment)
4 analyze a standard courses roster of an enterprise
5 analyze current standardization ex : Open Course Ware, P2PU
6 analyze interoperability IT technology (Prodml, ISO….) to create information flow between different
system
7 Analyze platform like second life etc…
8 as you will free the school real-estate, use the rental fees to fund your project
9 Be a partner of he OCW platform SlideWiki addresses these issues through a crowd-sourcing approach.
10 build the platform with a best of bread solution
11 change the roles of alumni
12 clarify the cliché on education to develop
13 create a new job : the story teller maker
14 create added value network between schools
15 create an open source standard platform for course consumer
16 create an open source standard platform for course provider
17 create blended school residential and virtual
18 create geographical ecosystem Enterprise, Students, High Education
19 create professional network between each ecosystem
20 create spin off by domains
21 create virtual master & apprentice dual team Formation en alternance, compagnonage virtual
22 create virtual technology campus
23 define clearly the domain : I.e. Welding with virtual practice should look like flight simulator
24 define new value for school ranking and accreditation base on openness, network role and result
25 define the value added by each stakeholder
26 design a global platform and fan-out the content to local platform saving of telecom cost
27 design a platform with job exchange market place 1 job guaranty if I follow the adapted curriculum
28 design course as simple at open a book
29 design short MOOE to reduce time to employment
30 design special rooms inside the enterprise for providers and consumers and promote remote learning
31 design the content of the MOOE with real project ( more junior enterprise)
32 design the course to add flexibility during the training with miles stones and no due time to be in the
experience (batch & queue flow production of training vs. One training at a time)33 design the knowledge transfer as a game ; you will travel catching awards level by level
34 design the training to give understandable the content to non-native language people
35 develop the MooE in Open Source mode in direct link with the Open Software Foundation
36 draw a template of what I have in mind
37 enterprise as a sponsor of a curriculum analogy with AVIVA Stadium and professional Sports team
38 find the simplest software platform (Scorm, Moodle, MSO boxes, OCW tools ….)
39 give awards to the people already retired if they store on the platform their memories
40 give real-time assessment and knowledge gap analysis to the student
41 give the availability to build course with video, quiz etc
11. remy.agitateurdidees@orange.fr
We diverged individually
10 concepts appeared
11
Individual and Group constraints checked
Organization constraints anticipated
Support gaining a degree
level in business studies
Use facilities of the nearest
school (to a student)
General Skills Base
Approach for Multi-
National
12. remy.agitateurdidees@orange.fr
We first converged to
a CoWorkPole definition
12
Expertise Management University help management to
learn how to move from vertical management to
transversal and collaborative management.
The Experts Shopers trade
Knowledge
International Research
Expertise Library
Prototype Centers
CoWorProLE
13. remy.agitateurdidees@orange.fr
The concept is born : move MOOC to
MOOExperience with virtual reality
13
To validate the concept we decide to choose the training of
welder because it was very a practical experience
Capture Knowledge to
create MOOC’s
Experience Training
Break the rules of the
standard corporate
training offer
Start Local
Think Global
17. remy.agitateurdidees@orange.fr
Constraints Assessment
17
Your grade is 30, Expected benefits are in study
Why Isn’t Our Competitor Doing It? is missed
Top 1: Organizational in both
sides Education and
Enterprise.
Top 2: Industry
main competitors are also
main partners
Top 3: Group
trade unions in
Education, Enterprise
19. remy.agitateurdidees@orange.fr
Project Prototyping Plan
19
peer 2 → Very Interesting, keep up!
I think this is a big project, better to be divided into sub projects,
you may also need to think of feasibility for companies and other Partners.
A wonderfull gift
2 world wide Web conferencing
to design it on time
Are we reinventing the
wheel?
21. remy.agitateurdidees@orange.fr
Our concepts are good!
We already have competitors
21
We understood the impact of the question :
If It’s Such a Great Idea, Why Isn’t Our Competitor Doing
It?
Starbucks, Wal-Mart
Offer Classes
for College Credit
Udemy adds revenue
stream with private
online learning sites for
companies
unfair competition?
itemized billing
23. remy.agitateurdidees@orange.fr
No Honey no Money
23
Hi Folks !
Open Online Welder Training is coming soon
The right Software?
The right platform?
Some Virtual Components have been identified
at
Thanks to Yuriy for the platform
24. remy.agitateurdidees@orange.fr
After Works…
I am very pleased with the way the course was delivered.
I reassured my approach to strategic innovation
I learned that we could build and motivate a virtual team to
develop an opportunity in two days and killed an innovative idea
with six major constraints in less time
I would have liked to do more exercises on the topics of week 8:
Leading an Innovation Strategy in Your Organization
I will include this knowledge in my classes and in the
implementation of the strategic innovation within my company
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