This document discusses developing a framework for successful adoption of game-based learning (GBL) in postsecondary education. It identifies opportunities and challenges for GBL adoption, including that it is still in early stages but growing in popularity. It also examines variables that affect GBL adoption and success, such as institutional commitment and support, faculty readiness, and impact on students. Developing a solid understanding of the GBL ecosystem and a detailed adoption framework is important for widespread implementation.
The document discusses best practices for leading collaborative virtual teams. It provides an overview of a webinar on the topic presented by Cynthia Clay, an expert in virtual learning. The webinar objectives are to design a game plan around eight practices for leading virtual teams, bring attention and recognition to virtual team members, and build accountability among team members.
The Student is the Customer: Santa Clara University School of Law Needs Asses...MKThink Strategy
The document summarizes the findings of a needs assessment conducted for Santa Clara University School of Law. The assessment examined the school's facilities and built environment to identify how it can better achieve its goals of preparing students, fostering community, and supporting its curriculum. The research found that the school's buildings are scattered, limiting interactions and sense of community. It also found that classroom and learning spaces do not align well with student needs and enrollment patterns. The assessment provides recommendations to improve the campus, learning environments, faculty access, and other areas to enhance the student experience.
Video Games & Education: Building A Sustainable Innovation EcosystemAl Meyers
This document discusses building a sustainable innovation ecosystem for video game-based learning. It argues that current game-based learning products have not achieved critical mass due to three main problems: 1) schools need to be redesigned to be intrinsically motivating; 2) game-based learning is not being deployed disruptively; and 3) a sustainable innovation ecosystem must be constructed. It proposes targeting areas of non-consumption and using disruptive implementation strategies to pilot game-based learning before approaching mainstream schools. Government funding alone will not create the needed innovation ecosystem; collaborative efforts are required between various stakeholders.
This document discusses how to build a sustainable innovation ecosystem for game-based learning in K-12 education. It argues that current game-based learning products have not achieved critical mass due to problems with deployment and a lack of an innovation ecosystem. It advocates targeting areas of non-consumption for pilots and disruptive implementation strategies. It also stresses the need to intrinsically motivate students by satisfying psychological needs, and notes that solely relying on government funding will not sustain the ecosystem long-term. A new collaborative model is needed involving multiple stakeholders from government, industry, and education.
Creating A Learning Environment For The Modern-Mobile WorkerSafari
Mobile learning is becoming increasingly important as the modern workforce becomes more mobile. There are several benefits to mobile learning such as integrating learning into work, meeting learner needs in a timely manner, and giving learners control over their learning. However, there are also barriers like costs, lack of standard devices, and digital literacy challenges. Organizations must leverage mobile learning to solve talent challenges and rethink their learning approaches. They should identify areas like short videos, reference materials, and collaboration that are good fits for mobile.
E-learning involves students learning through electronic means supported by technology. It has a value chain including analysis, development of content and design, implementation of solutions, and evaluation. Key roles include instructional designers, subject matter experts, content creators, developers, course managers, instructors, tutors, and platform support. Together this ecosystem works to effectively deliver e-learning.
This document discusses ePortfolios in 2012 from a global perspective. It summarizes presentations and discussions at several ePortfolio conferences that year regarding trends in the use of ePortfolios. Key topics included the growing role of social media and mobile technologies in ePortfolios, the development of digital identity, and uses of ePortfolios across different educational levels and for lifelong learning and professional development. The document also provides an overview of the Open Badges initiative and its potential to recognize informal learning through alternative credentials.
The document discusses best practices for leading collaborative virtual teams. It provides an overview of a webinar on the topic presented by Cynthia Clay, an expert in virtual learning. The webinar objectives are to design a game plan around eight practices for leading virtual teams, bring attention and recognition to virtual team members, and build accountability among team members.
The Student is the Customer: Santa Clara University School of Law Needs Asses...MKThink Strategy
The document summarizes the findings of a needs assessment conducted for Santa Clara University School of Law. The assessment examined the school's facilities and built environment to identify how it can better achieve its goals of preparing students, fostering community, and supporting its curriculum. The research found that the school's buildings are scattered, limiting interactions and sense of community. It also found that classroom and learning spaces do not align well with student needs and enrollment patterns. The assessment provides recommendations to improve the campus, learning environments, faculty access, and other areas to enhance the student experience.
Video Games & Education: Building A Sustainable Innovation EcosystemAl Meyers
This document discusses building a sustainable innovation ecosystem for video game-based learning. It argues that current game-based learning products have not achieved critical mass due to three main problems: 1) schools need to be redesigned to be intrinsically motivating; 2) game-based learning is not being deployed disruptively; and 3) a sustainable innovation ecosystem must be constructed. It proposes targeting areas of non-consumption and using disruptive implementation strategies to pilot game-based learning before approaching mainstream schools. Government funding alone will not create the needed innovation ecosystem; collaborative efforts are required between various stakeholders.
This document discusses how to build a sustainable innovation ecosystem for game-based learning in K-12 education. It argues that current game-based learning products have not achieved critical mass due to problems with deployment and a lack of an innovation ecosystem. It advocates targeting areas of non-consumption for pilots and disruptive implementation strategies. It also stresses the need to intrinsically motivate students by satisfying psychological needs, and notes that solely relying on government funding will not sustain the ecosystem long-term. A new collaborative model is needed involving multiple stakeholders from government, industry, and education.
Creating A Learning Environment For The Modern-Mobile WorkerSafari
Mobile learning is becoming increasingly important as the modern workforce becomes more mobile. There are several benefits to mobile learning such as integrating learning into work, meeting learner needs in a timely manner, and giving learners control over their learning. However, there are also barriers like costs, lack of standard devices, and digital literacy challenges. Organizations must leverage mobile learning to solve talent challenges and rethink their learning approaches. They should identify areas like short videos, reference materials, and collaboration that are good fits for mobile.
E-learning involves students learning through electronic means supported by technology. It has a value chain including analysis, development of content and design, implementation of solutions, and evaluation. Key roles include instructional designers, subject matter experts, content creators, developers, course managers, instructors, tutors, and platform support. Together this ecosystem works to effectively deliver e-learning.
This document discusses ePortfolios in 2012 from a global perspective. It summarizes presentations and discussions at several ePortfolio conferences that year regarding trends in the use of ePortfolios. Key topics included the growing role of social media and mobile technologies in ePortfolios, the development of digital identity, and uses of ePortfolios across different educational levels and for lifelong learning and professional development. The document also provides an overview of the Open Badges initiative and its potential to recognize informal learning through alternative credentials.
While everyone focused on defining them, the Millennial generation simply reshaped the concepts of connection, commerce and communication. From the modern workplace to $200 billion in annual buying power, learn how to tap into this generation's increasing influence.
Summary about transmedia storytelling for young marketers on Duhova kulicka (part of 55. Zlin International Movie Festival). Future of new ways of content marketing is now.
Designing And Piloting A Game-Based Approach For Language LearningSylvester Arnab
The document describes a game called ImparApp being designed and piloted to support teaching and learning Italian at Coventry University. The game uses a location-based approach to engage learners in experiences exploring the city of Coventry. A play-test session with 7 students provided feedback to further iterate the game design. The final implementation will involve integrating ImparApp into an 11-week Italian course. The goal is to widen vocabulary, increase understanding of Italian culture, and familiarize students with the built environment in a more interactive way compared to traditional methods.
Keynote - The power of play and pervasive learningSylvester Arnab
Sylvester Arnab is a Reader in Game Science at Coventry University who specializes in gamification and pervasive learning. He is the coordinator of the BeaconingEU project, a 3-year, 15 partner project funded by the EU to develop an adaptable learning platform using future internet technologies, mobile apps, gamification and learning analytics. The project aims to engage learners in connected, contextualized learning and measure the impact on knowledge acquisition and skills development through large-scale pilots. Some key aspects of the platform include making learning anytime, anywhere, problem-based, gamified, accessible and analyzable through innovative content and validated evaluations.
The document discusses remixing play and game design thinking to promote creativity. It suggests picking common games and mapping their strategy and mechanics to design a "gameplan" to reuse play mechanics for creative and strategic thinking. Individuality and problem solving under pressure can support collective creativity. Gamification using games for social good is mentioned as a growing market that can be designed with experience inspired by play.
This document outlines three parts of a thesis show plan by Wendy at Penn State University:
1. An animation installation using buckets, maps, and webcams to illustrate the global gender gap over time in 3 parts.
2. An interactive sand display using glass containers to show relationships between variables like marriage age and GDP for different countries.
3. A mobile/projected data visualization allowing audiences to select countries on an iPad, view statistics on a projector, and generate QR codes to view abstract images of each country's data on their phone.
Older adults, andragogy and game design - slide deck for ECGBL 2016Sylvester Arnab
The document discusses perspectives on older adults' interaction with digital game technologies, specifically gesture and touch-based platforms. It notes that the aging population is growing significantly and will reach 2 billion by 2050. Most game design frameworks target younger users. The study uses focus groups to investigate perspectives of older adults playing games on a console and tablet. It finds they most enjoy games when they feel in total control. Challenges for older adults include eyesight, hearing, and memory issues. Games should provide clear instructions, adjustable interfaces, no time limits, require less strength and memory, and include tutorials.
History of Virtual Worlds and current applicationsMattia Crespi
This document discusses virtual worlds and their use for simulation, collaboration, and training. It begins with a brief history of virtual worlds, from early precursors like Sensorama in 1962 to modern platforms like Second Life. Key factors for virtual worlds are discussed, like user experience, interaction, interface design, and integration. Best practices for virtual world design focus on user experience, interaction mapping, interface design, and integration planning. Case studies are presented on virtual construction yards, an agricultural training simulation, and a hospital emergency room simulation. The document promotes the use of virtual worlds and 3D simulations for engaging a new generation of learners.
Collaboration and competition using a gamified and social platformSylvester Arnab
The document summarizes a pilot study that investigated the impact of online competition and collaboration on student assessment using a gamified social platform called StarQuest. Students were divided into competitive, collaborative, and control groups. Results showed the competitive group performed best on the first coursework assessment. Analysis of interaction data found the competitive group interacted less online but may have competed more outside the platform. The collaborative group showed more uneven engagement. Autonomy may have been better supported in the control condition. Further work is needed to understand engagement patterns and context of platform use.
Remixing play into a gameplan workshop, TrinidadSylvester Arnab
The document outlines a 5-step process called "Remix Plan" to reuse game mechanics for creative and strategic thinking. The steps are: 1) Needs analysis to identify goals, beneficiaries and context. 2) Pick common games and analyze their mechanics and strategies. 3) Map game strategies to mechanics. 4) Design a gameplan applying the mapped strategies. 5) Pitch and implement the designed gameplan. Groups are instructed to work through the Remix Plan process on their tables within given time limits for each step.
This document discusses how gamification can be designed and implemented responsibly by considering its impact on users and their environment. It provides examples of how gamification has been used to influence learning, work activities, habits and lifestyle. However, it stresses that gamification designers must take into account how their systems may affect users' social roles and relationships, as well as their surrounding communities and environment. It advocates for an ethical approach to gamification design that strengthens individuals' and societies' potential in a manner consistent with their values.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
10 Trends for Workplace Learning (from the Top 100 Tools for Learning 2015)Jane Hart
The document discusses 10 trends in workplace learning based on an analysis of the Top 100 Tools for Learning in 2015. Key trends include:
1) E-learning content is becoming more visually appealing through tools that create infographics, animated explainers, and interactive video.
2) 2015 is seeing strong growth in the use of video for creating lessons and content.
3) There is a shift from traditional course management systems to more social learning platforms and hosting courses on enterprise social networks.
4) Tools for classroom interaction and participation are increasing to move beyond one-way instruction to more collaborative learning.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
The document provides a learning strategy framework that aligns learning with business strategy and talent development. It shows how a learning strategy consists of three key areas: strategic alignment with business objectives, effectiveness of learning solutions, and efficiency of learning solutions. It also outlines different learning modalities like formal classroom learning, informal learning through social and digital channels, and blended solutions. Metrics are suggested to measure how well the learning strategy has been implemented.
Introducing Pathbrite Web Portfolios for lifelong learners and anyone looking to stand out from the crowd. Use Pathbrite Web Portfolios to get into the school, internship or job of your dreams. Instructors use Pathbrite Web Portfolios in the classroom to get at alternative forms of student evaluation. And employers use Pathbrite Web Portfolios for enhanced employee reviews and evaluations. Pathbrite Web Portfolios are free to any individual. Go to https://pathbrite.com.
This document outlines a game-based learning ecosystem for higher education. The ecosystem includes games, a badge system, content repositories, and creation tools. It connects various stakeholders like students, faculty, developers, publishers, and consultants. The technology infrastructure supports access to games through distribution platforms, social media, a badge system, learning management systems, and analytics. The goal is to foster a learning community around game-based learning standards and guidelines.
Webinar: "Let's Get Mobile: Changing Your Concept of Mobile Content Design an...Xyleme
This document summarizes a presentation on mobile content design and delivery. It introduces the presenters from Brandon Hall Group and Xyleme and discusses how current mobile learning is not meeting needs. It also covers implications of social learning and consumer-driven markets for mobile design. Participants were polled on their mobile learning offerings and device availability in their organizations. Trends around tablets, smartphones and mobile markets were also reviewed.
ePortfolios in 2012 (according to Don) - CAPLA versionDon Presant
The document provides an overview of ePortfolios in 2012 from a global perspective. It discusses trends in social software, digital identity, portfolios for learning, and open education. Major events from 2012 like Mahara UK 2012 and AAEEBL 2012 are summarized. Survey results from AAEEBL show the most popular platforms and reasons for ePortfolio adoption. The document concludes by discussing possibilities for ePortfolios in areas like K-12 education, lifelong learning, skills recognition, and higher education.
Presentation held by Prof. Oliver Iliev as a part of the - Cooperation between academia and ICT businesses Session at the 8th SEEITA and 7th MASIT Open Days Conference, 14th-15th October, 2010
The design of data systems within education can be challenging due to a lack of easily accessible information and a large variety of stakeholders with differing needs. Architecting Academic Intelligence is the process of centralizing and making accessible the student administrative information to the every member of the administration, faculty and staff of the City Colleges of Chicago so as to more efficiently promote student success.
Corporate Overview of Supply Chain Insights LLCLora Cecere
Supply Chain Insights is launching as a new advisory, research, and training firm focused on helping supply chain leaders improve value-based outcomes. The firm will provide monthly research reports, custom research projects, an online community for sharing best practices, and training programs. In the first year, the goals are to build research content, launch the advisory services and community, and ramp up research and community members. The firm is led by Lora Cecere, an experienced supply chain analyst and consultant.
While everyone focused on defining them, the Millennial generation simply reshaped the concepts of connection, commerce and communication. From the modern workplace to $200 billion in annual buying power, learn how to tap into this generation's increasing influence.
Summary about transmedia storytelling for young marketers on Duhova kulicka (part of 55. Zlin International Movie Festival). Future of new ways of content marketing is now.
Designing And Piloting A Game-Based Approach For Language LearningSylvester Arnab
The document describes a game called ImparApp being designed and piloted to support teaching and learning Italian at Coventry University. The game uses a location-based approach to engage learners in experiences exploring the city of Coventry. A play-test session with 7 students provided feedback to further iterate the game design. The final implementation will involve integrating ImparApp into an 11-week Italian course. The goal is to widen vocabulary, increase understanding of Italian culture, and familiarize students with the built environment in a more interactive way compared to traditional methods.
Keynote - The power of play and pervasive learningSylvester Arnab
Sylvester Arnab is a Reader in Game Science at Coventry University who specializes in gamification and pervasive learning. He is the coordinator of the BeaconingEU project, a 3-year, 15 partner project funded by the EU to develop an adaptable learning platform using future internet technologies, mobile apps, gamification and learning analytics. The project aims to engage learners in connected, contextualized learning and measure the impact on knowledge acquisition and skills development through large-scale pilots. Some key aspects of the platform include making learning anytime, anywhere, problem-based, gamified, accessible and analyzable through innovative content and validated evaluations.
The document discusses remixing play and game design thinking to promote creativity. It suggests picking common games and mapping their strategy and mechanics to design a "gameplan" to reuse play mechanics for creative and strategic thinking. Individuality and problem solving under pressure can support collective creativity. Gamification using games for social good is mentioned as a growing market that can be designed with experience inspired by play.
This document outlines three parts of a thesis show plan by Wendy at Penn State University:
1. An animation installation using buckets, maps, and webcams to illustrate the global gender gap over time in 3 parts.
2. An interactive sand display using glass containers to show relationships between variables like marriage age and GDP for different countries.
3. A mobile/projected data visualization allowing audiences to select countries on an iPad, view statistics on a projector, and generate QR codes to view abstract images of each country's data on their phone.
Older adults, andragogy and game design - slide deck for ECGBL 2016Sylvester Arnab
The document discusses perspectives on older adults' interaction with digital game technologies, specifically gesture and touch-based platforms. It notes that the aging population is growing significantly and will reach 2 billion by 2050. Most game design frameworks target younger users. The study uses focus groups to investigate perspectives of older adults playing games on a console and tablet. It finds they most enjoy games when they feel in total control. Challenges for older adults include eyesight, hearing, and memory issues. Games should provide clear instructions, adjustable interfaces, no time limits, require less strength and memory, and include tutorials.
History of Virtual Worlds and current applicationsMattia Crespi
This document discusses virtual worlds and their use for simulation, collaboration, and training. It begins with a brief history of virtual worlds, from early precursors like Sensorama in 1962 to modern platforms like Second Life. Key factors for virtual worlds are discussed, like user experience, interaction, interface design, and integration. Best practices for virtual world design focus on user experience, interaction mapping, interface design, and integration planning. Case studies are presented on virtual construction yards, an agricultural training simulation, and a hospital emergency room simulation. The document promotes the use of virtual worlds and 3D simulations for engaging a new generation of learners.
Collaboration and competition using a gamified and social platformSylvester Arnab
The document summarizes a pilot study that investigated the impact of online competition and collaboration on student assessment using a gamified social platform called StarQuest. Students were divided into competitive, collaborative, and control groups. Results showed the competitive group performed best on the first coursework assessment. Analysis of interaction data found the competitive group interacted less online but may have competed more outside the platform. The collaborative group showed more uneven engagement. Autonomy may have been better supported in the control condition. Further work is needed to understand engagement patterns and context of platform use.
Remixing play into a gameplan workshop, TrinidadSylvester Arnab
The document outlines a 5-step process called "Remix Plan" to reuse game mechanics for creative and strategic thinking. The steps are: 1) Needs analysis to identify goals, beneficiaries and context. 2) Pick common games and analyze their mechanics and strategies. 3) Map game strategies to mechanics. 4) Design a gameplan applying the mapped strategies. 5) Pitch and implement the designed gameplan. Groups are instructed to work through the Remix Plan process on their tables within given time limits for each step.
This document discusses how gamification can be designed and implemented responsibly by considering its impact on users and their environment. It provides examples of how gamification has been used to influence learning, work activities, habits and lifestyle. However, it stresses that gamification designers must take into account how their systems may affect users' social roles and relationships, as well as their surrounding communities and environment. It advocates for an ethical approach to gamification design that strengthens individuals' and societies' potential in a manner consistent with their values.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
10 Trends for Workplace Learning (from the Top 100 Tools for Learning 2015)Jane Hart
The document discusses 10 trends in workplace learning based on an analysis of the Top 100 Tools for Learning in 2015. Key trends include:
1) E-learning content is becoming more visually appealing through tools that create infographics, animated explainers, and interactive video.
2) 2015 is seeing strong growth in the use of video for creating lessons and content.
3) There is a shift from traditional course management systems to more social learning platforms and hosting courses on enterprise social networks.
4) Tools for classroom interaction and participation are increasing to move beyond one-way instruction to more collaborative learning.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
The document provides a learning strategy framework that aligns learning with business strategy and talent development. It shows how a learning strategy consists of three key areas: strategic alignment with business objectives, effectiveness of learning solutions, and efficiency of learning solutions. It also outlines different learning modalities like formal classroom learning, informal learning through social and digital channels, and blended solutions. Metrics are suggested to measure how well the learning strategy has been implemented.
Introducing Pathbrite Web Portfolios for lifelong learners and anyone looking to stand out from the crowd. Use Pathbrite Web Portfolios to get into the school, internship or job of your dreams. Instructors use Pathbrite Web Portfolios in the classroom to get at alternative forms of student evaluation. And employers use Pathbrite Web Portfolios for enhanced employee reviews and evaluations. Pathbrite Web Portfolios are free to any individual. Go to https://pathbrite.com.
This document outlines a game-based learning ecosystem for higher education. The ecosystem includes games, a badge system, content repositories, and creation tools. It connects various stakeholders like students, faculty, developers, publishers, and consultants. The technology infrastructure supports access to games through distribution platforms, social media, a badge system, learning management systems, and analytics. The goal is to foster a learning community around game-based learning standards and guidelines.
Webinar: "Let's Get Mobile: Changing Your Concept of Mobile Content Design an...Xyleme
This document summarizes a presentation on mobile content design and delivery. It introduces the presenters from Brandon Hall Group and Xyleme and discusses how current mobile learning is not meeting needs. It also covers implications of social learning and consumer-driven markets for mobile design. Participants were polled on their mobile learning offerings and device availability in their organizations. Trends around tablets, smartphones and mobile markets were also reviewed.
ePortfolios in 2012 (according to Don) - CAPLA versionDon Presant
The document provides an overview of ePortfolios in 2012 from a global perspective. It discusses trends in social software, digital identity, portfolios for learning, and open education. Major events from 2012 like Mahara UK 2012 and AAEEBL 2012 are summarized. Survey results from AAEEBL show the most popular platforms and reasons for ePortfolio adoption. The document concludes by discussing possibilities for ePortfolios in areas like K-12 education, lifelong learning, skills recognition, and higher education.
Presentation held by Prof. Oliver Iliev as a part of the - Cooperation between academia and ICT businesses Session at the 8th SEEITA and 7th MASIT Open Days Conference, 14th-15th October, 2010
The design of data systems within education can be challenging due to a lack of easily accessible information and a large variety of stakeholders with differing needs. Architecting Academic Intelligence is the process of centralizing and making accessible the student administrative information to the every member of the administration, faculty and staff of the City Colleges of Chicago so as to more efficiently promote student success.
Corporate Overview of Supply Chain Insights LLCLora Cecere
Supply Chain Insights is launching as a new advisory, research, and training firm focused on helping supply chain leaders improve value-based outcomes. The firm will provide monthly research reports, custom research projects, an online community for sharing best practices, and training programs. In the first year, the goals are to build research content, launch the advisory services and community, and ramp up research and community members. The firm is led by Lora Cecere, an experienced supply chain analyst and consultant.
Instructional Design for Competence-based LearningTang Buay Choo
The document summarizes an instructional design presentation on competence-based learning. It begins with an overview of instructional design and the ADDIE model of analysis, design, development, implementation and evaluation. It then discusses the nature of competence and its implications for instructional design, focusing on situating, sequencing, scaffolding and supporting learning through authentic and integrated acquisition of competence. The document provides examples of instructional design models and discusses applying cognitive load theory and assessment for learning to scaffold support for learners.
Toward Student Engagement and Recognition: Developing a Digital Badge Roadmap EDUCAUSE
Higher education institutions are experimenting with the use of digital badges to guide, motivate, document, and validate formal and informal student learning. Digital badging, accompanied with interactive learning designs, provides a digital transcript that highlights a learning narrative that makes competencies, accomplishments, and connections more visible. In this presentation, you’ll learn how digital badging supports learning and motivates students to progress through their courses and programs. The presentation reviews all the components of a badging initiative, but will have participants identify badge components, sketch out their badge constellation, and develop an assessment strategy within the context of a course.
Wi-Fi access is provided with the SSID "Guest". The username is the user's last name in lowercase followed by their initial. The password is "Password1".
Voting via text only requires standard texting rates of $0.20 at most. Capitalization does not matter but spacing and spelling do.
Knowledge management is the process of creating, gathering, organizing, and sharing intellectual capital to improve an organization. It requires strategy, supportive corporate culture, collecting relevant inputs, using appropriate technology, and measuring outputs to continually review and improve the system.
Leveraging SharePoint 2013 & Yammer for Social LearningJoel Oleson
The way people learn is dramatically changing to “point of need” as the trend of social media continues to influence access to information. As SharePoint and social media adoption grows within your organization the ability to assign value to knowledge transfer becomes increasing acute. Learning processes must be deployed that can respond to decreasing product and service cycle times with higher quality. Informal Social Learning is complementary to the effort of your Learning and Development organization’s use of a Learning Management System (LMS) for structured course offerings.
Informal learning is the unofficial, unscheduled,
impromptu way most people learn to do their jobs.
Informal learning is like riding a bicycle:
the rider chooses the destination and the route
Adopting Education Strategy to Jump-Start Member EngagementEvent Garde LLC
Aaron delivered this presentation as part of The New World of Member Engagement Webinar Series sponsored by Young Association Professionals, Aggregage, Association Universe and Infinite Conferencing on Wednesday, Jan. 16, 2013.
Abby Bobé has over 10 years of experience in social media, marketing, and business. She has held roles such as SEO Specialist, Community Manager, Business Systems Analyst, and currently works as a Community Manager and Media Lead at a tech nonprofit. Her experience includes managing social media platforms like Facebook and Twitter, developing marketing campaigns, public speaking, and utilizing various tools to support her work. She holds a Bachelor's degree in Marketing and a Master's in Business Administration.
The document outlines plans for an Instructional Improvement System (IIS) in North Carolina. The IIS aims to improve and personalize student learning through increased access to high-quality resources. It will provide tools like learner profiles, instructional materials, assessments, and data analytics. The timeline includes issuing an RFP in February 2012, reviewing proposals in spring 2012, determining a vendor in summer 2012, and piloting the system starting in fall 2012 with a phased statewide roll-out beginning in the 2013-14 school year. Feedback is sought from LEAs on how well the system meets their needs.
The document discusses using gamification techniques to encourage adoption of non-game applications and processes. Gamification applies game design elements like points, levels, badges and leaderboards to motivate behaviors. It can encourage people to engage with applications or influence how they are used. While gamification may improve short-term engagement, it does not directly solve business problems. The document provides examples of gamification platforms that can be used to measure and reward user behaviors in order to enhance adoption of social software like IBM Connections.
Blending the Social and the Serious for Individual and Organizational Perform...Human Capital Media
The convergence of the economic environment and corporate talent challenges has led to the need for highly flexible corporate learning strategies. Can we provide a learning environment that accelerates development within the organization through leveraging expertise outside its boundaries? We will share our work in blending asynchronous content, live events, personal learning curricula and value-added social networking to provide a comprehensive and sustainable learning environment.
Nancy Keeshan, Executive Director, Duke Corporate Education Inc.
Stephen Mahaley, Director, Learning Technology, Duke Corporate Education Inc.
Open Badges for Work - Making Learning VisibleDon Presant
An exploration of the convergence of micro-credentials, open badges, badge passports and eportfolios for workplace human capital development. Tons of examples and ideas.
Part of a series on Open Badges for different audiences by Learning Agents. Embedded at bit.ly/openbadges4work with other resources and pages.
Moved from a duplicate account (http://www.slideshare.net/donpresant9)
This document provides an overview of a company called Dirección Iluminado that aims to bring innovation to education. It identifies gaps in traditional learning models and goals to integrate professional learning earlier. Services offered include education assistance, industrial training, language training, technical training, and career development for students. For schools, services include a school management system, project management system, training for teachers, and education insights. The core team includes experts in education, healthcare, real estate, analytics, and customer service with a vision of helping students learn in a structured and applied manner and helping schools monitor student performance.
Badges: New Currency for Professional CredentialsAnne Derryberry
Presentation at Educause Learning Initiative Annual Meeting 2014. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Badges: New Currency for High-Value CredentialsAnne Derryberry
This document summarizes a presentation on open badges and their use in education. Open badges provide a way to recognize achievements and skills earned through both formal and informal learning. They use a shared, universal metadata standard to provide information about the badge, criteria for earning it, the issuer, and evidence of completion. Badges can represent micro-credentials and be combined to show competencies and qualifications over a lifetime of learning. The presentation discussed how open badges are being used in higher education programs and credentials as well as their potential to recognize skills and prior learning for competency-based education. Accreditors view badges positively if they represent high-quality learning experiences and institutions ensure academic oversight of badge programs and acceptance policies.
Open badges exist within a complex ecosystem. This presentation shows all the elements of that ecosystem. Originally presented during the "Badges: New Currency for Professional Development" MOOC. (badges.coursesites.com)
This document discusses the growing use of alternative credentials like badges in postsecondary education. It notes that student populations are expecting more flexible, relevant education and that expectations of accountability have increased. New opportunities have emerged from these changing expectations, including evaluating credit for various types of learning, alternative credentials that recognize competencies, and badges that provide evidence of skills. The document outlines the stakeholders in the open badges ecosystem like learners, learning providers, employers, and standards organizations. It also provides examples of badge initiatives in Chicago, Baltimore, Grand Rapids, and New Orleans that are gaining more traction.
Badges: The "New Black" or Another "Black "Hole"Anne Derryberry
This document summarizes a presentation about digital badges for learning. It discusses:
1) What gamification and digital badges are in an educational context.
2) Examples of postsecondary initiatives using digital badges to recognize skills and achievements.
3) How digital badges can be organized into badge systems to signify a range of attributes and competencies.
3) Considerations for designing badge systems and aligning course content and assessments.
Game Based Learning: Developing an Institutional StrategyAnne Derryberry
This document provides an overview of game-based learning and outlines strategies for developing an institutional approach. It discusses trends driving adoption such as student expectations, data analytics, badges, and mobile devices. Challenges include one-off games, integrating learning objectives, accessibility, and cultural barriers. The document proposes an institutional framework including commitment, a center of excellence, grants, maintaining academic quality, faculty readiness support, and assessment tracking.
This document summarizes a review of the WCET's Game + Badges Demo Project. The project was intended to give WCET members a fun experience learning about digital badges while exposing them to WCET programs and values. Over 200 people registered to participate in the game, earning badges by completing missions related to connecting, learning, advancing, and serving. The review discusses participant engagement, issues like motivation and cheating, integrating badges with learning management systems, and using badges for faculty development.
This document discusses digital badges for learning. It begins with introductions of the presenters and moderator. It then defines badges as records of accomplishments that are visible, portable, and verified by third parties. Badges can represent many things like skills, achievements, interests and more. The key aspects that make digital badges effective for learning are metadata tags that provide details about content, skills, assessments, qualifications and more. It discusses how games can provide a structure for skill-building that aligns with badges by having levels that build recursively on each other. The document concludes by thanking the attendees.
This document provides an orientation to serious games. It begins with definitions of games in general, describing their essential elements such as goals, rules, challenges, and player involvement. It notes that while games do not require technology, most game-oriented learning initiatives are technology-based. The document then introduces the concept of "serious games", which are games designed for non-entertainment purposes like education, training, advocacy and problem solving. Examples of serious games are discussed and essential game terminology is outlined.
This document provides an overview of game-based learning (GBL) in U.S. higher education. It defines GBL and discusses its applications, benefits, and current status. GBL is still in early adoption, but an ecosystem is starting to form through the development of games, badge systems, repositories, and tools. The document also notes that while simulations are more common, widespread adoption of GBL has yet to occur in higher education.
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Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
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𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
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Framework for Adoption of GBL in HED
1. DEVELOPING
A
FRAMEWORK
FOR
SUCCESSFUL
ADOPTION
OF
GAME-‐BASED
LEARNING
IN
POSTSECONDARY
EDUCATION
Fall
2011
by
Anne
Derryberry
Analyst,
Sage
Road
SoluIons
Producer/Designer,
I’m
Serious
2. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
2
Table
of
Contents
SecIon
1:
Gamed-‐based
Learning
(GBL)
in
HED:
OpportuniIes
and
Challenges
SecIon
2:
Variables
AffecIng
GBL
AdopIon
and
Success
in
HED
SecIon
3:
Next
Steps
3. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
3
GAMED-‐BASED
LEARNING
(GBL)
IN
HED:
OPPORTUNITIES
AND
CHALLENGES
SECTION
1
4. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
4
A
“Green
Field”
Opportunity
• Growing
consumer
fascinaIon
with
games
is
driving
accelerated
interest
in
using
games
in
and
for
learning.
• AdopIon
of
games
for
learning
is
in
its
early
stages.
• While
universiIes
and
colleges
are
adding
courses,
curricula
and
programs
to
teach
game
design
and
development,
very
few
are
using
game
principles
to
improve
teaching
and
learning
experiences.
• Pockets
of
innovaIon
are
beginning
to
emerge
related
to
technology
tools,
pla_orms
and
Itles.
As
yet,
there
are
virtually
no
examples
of
systemic
insItuIonal
adopIon.
• There
is
a
wide-‐open
opportunity
to
“flip”
the
conversaIon
from
a
focus
on
producing
digital
assets
to
leveraging
the
moIvaIonal
and
engagement
elements
of
games
and
gamificaIon
to
promote
student
retenIon,
progress
and
compleIon.
5. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
5
Many
ConsideraIons
for
InsItuIons
Considering
Broad
Scale
AdopIon
of
GBL,
Including…
• Learning
content
takes
many
• Feedback
system
(aka
forms,
e.g.:
“GamificaIon”
or
“Behavior
• Scavenger
hunts
MoIvaIon
System”)
• Drill-‐and-‐pracIce
games
• Profiles
• e-‐Learning
w/
game
dynamics
as
• Badges
part
of
design
• Awards/incenIves
• Immersive
simulaIons
• Leaderboards
• Alternate
reality
• Social
media
pla_orm
• Augmented
reality/locaIon-‐
• CommunicaIons
based
services
• CollaboraIons
• Mobile
access
• LMS
integraIon
• Technical
support
6. Spring
2012
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
6
“Leveling
Up”
Game-‐based
Learning
in
HED
Successful
adopIon
of
game-‐based
learning
requires:
• A
solid
understanding
of
the
GBL
ecosystem
• A
deep
knowledge
of
game-‐based
learning
on
both
a
micro-‐
and
a
macro-‐level
• A
detailed
framework
for
adopIon
addressing
market
realiIes,
insItuIonal
requirements,
partner
idenIficaIon,
technology
integraIon,
and
organizaIonal
readiness.
7. 7
Game-‐based
Learning
Ecosystem
for
HED
•
Games
•
Learning
standards
•
Badge
system
•
IntegraIon
guidelines
•
Repository
•
ADA
•
CreaIon
tools
Learning
Community
Students
Faculty
•
Developers
InsItuIon
•
Legislatures
•
Publishers
•
FoundaIons
•
Internal/External
•
Industry
associaIons
consultants
Technology
Infrastructure
• Access
ŸDistribuIon
pla_orm
ŸSocial
Media
ŸBadge
system
ŸLMS
ŸAnalyIcs
Anne
Derryberry,
Sage
Road
SoluIons
LLC
2011,
rev.
2012
8. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
8
VARIABLES
AFFECTING
GBL
ADOPTION
AND
SUCCESS
IN
HED
SECTION
2
9. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
9
Challenges
to
AdopIon
of
GBL
in
Postsecondary
EducaIon
• On-‐going
percepIon
that
games
aren’t
suitable
for
serious
learning
• Limited
content
available
for
postsecondary
audiences
• “Pilot
project”
funding,
lifle
planning
for
sustainability
• Mostly
“home
grown”
–
specific
to
an
instructor
and
a
course
• Many
exisIng
Itles
are
developed
in
Flash,
so
not
iOS-‐
compaIble
• Not
correlated
to
learning
standards
• Not
integrated
with
LMSs
10. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
10
Factors
Most
Likely
to
Affect
Successful
AdopIon
of
Game-‐based
Learning
in
HED
• InsItuIonal
Commitment
and
Support
• Academic
Excellence
• Assessment,
Tracking
and
Analysis
• Technology
Infrastructure
and
Equipment
• Content
Management
and
Maintenance
• HosIng,
Licensing
and
Fees
• Faculty
Readiness
&
Support
• Impact
on
Students
11. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
11
InsItuIonal
Commitment
and
Support
• Independent,
“pilot
project”
efforts
are
popping
up
with
increasing
frequency.
• Lack
of
insItuIonal
recogniIon
makes
it
difficult
for
other
faculty
to
learn
of
and
from
those
pilot
projects.
• Without
insItuIonal
support,
there
will
be
no
cohesion
or
quality
assurance.
12. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
12
Making
Commitment
Explicit
InsItuIons
can
best
communicate
their
posiIon
on
GBL
via:
• Statement
of
support
from
highest
academic
officers
and
IT
leaders
• Clearly
defined
and
arIculated
strategy
for
new
direcIon
• Center
of
Excellence
to
coordinate,
promote,
support,
enable
GBL
• Commitment
to
balancing
academic
excellence,
program
integrity,
academic
freedom,
student
achievement
• Grants,
awards
for
academic
innovaIon
• OpportuniIes
for
faculty
engagement,
input
and
innovaIon
• OpportuniIes
for
student
involvement,
contribuIon,
innovaIon
13. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
13
Academic
Excellence
• If
GBL
is
to
be
adopted
across
the
insItuIon,
what
educaIonal
criteria
and
quality
metrics
will
guide
that
planning
and
implementaIon?
• Criteria
for
evaluaIon
may
include:
• “Approved”
usages,
applicaIons
• “Approved”
games/assets
• “Approved”
vendors
• Is
there
a
system
of
review/approval
before
a
course
incorporaIng
GBL
is
launched?
• How
can
instructors
produce
and/or
customize
games/assets?
14. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
14
Assessment
and
Tracking
A
move
from
discrete
learning
games
to
game-‐based
learning
requires
a
shik
from
game-‐as-‐closed-‐system
to
game-‐as-‐data-‐rich-‐learning-‐arIfact.
• Will
the
insItuIon
accept/adopt
games
as
a
way
to
assess
learning?
Will
badges
for
learning
have
a
role
to
play?
• Can
student-‐developed
games
be
exemplars
of
student
achievement?
• How
will
student
acIvity
within
games
be
transferred
to
LMS?
15. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
15
Data
Analysis
GBL
can
generate
new
categories
of
student
data,
including
how
student
performance
inside
a
game
can
predict
future
behaviors
in
the
game,
in
future
learning
acIviIes,
even
in
future
workplace
performance.
• Will
insItuIon
take
advantage
of
these
data?
• Which
and
how?
• Where
will
data
live?
16. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
16
Readiness
for
Technology
Advancements
Mobile,
social
and
locaIon-‐based
services
are
the
focus
of
technology
advancements
over
next
several
years:
• Mobile
• Smartphones
and
tablets
• 4G
transmission
• Social
media
• LocaIon
based
services
These
trends
will
be
reflected
in
educaIon
–
especially
game-‐based
learning
–
just
as
with
every
other
industry.
17. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
17
Technology
Infrastructure
and
Equipment
• What
demands
will
GBL
put
on
IT?
Will
exisIng
infrastructure
accommodate
the
load
from
networked
mulI-‐player
games
and
social
media?
• As
more
content
moves
to
mobile,
will
students
access
that
content
via
the
insItuIon’s
gateway/
paywall,
or
receive
pointers/referrals
to
third-‐party
sources?
• Is
it
preferable
to
standardize
on
a
single
mobile
operaIng
system?
Device
category?
Vendor?
Carrier?
• How
will
equity
of
access
be
assured
for
students
of
all
economic
status
levels?
18. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
18
Content
Management
and
Maintenance
• GBL
assets
must
be
kept
fresh,
just
as
textbooks
and
other
teaching
aids
must
be
curated
and
refreshed.
• As
technology
trends
emerge
(e.g.,
new
access
devices,
operaIng
system
upgrades,
transport
protocols),
assets
must
be
updated
to
remain
compaIble.
• Internal
faculty-‐produced
assets
are
the
greatest
point
of
vulnerability
vis-‐à-‐vis
asset
currency.
19. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
19
HosIng,
Licensing
and
Fees
Third-‐party
providers
may
help
accelerate
Ime
to
adopIon.
Agreements
with
providers/publishers
must
contemplate
many
issues.
• Hosted
access?
Version
access?
Upgrades
for
life?
• Licensing
as
sokware?
Or
licensing
as
learning
resources/
textbooks?
• Open?
Commercial?
• InsItuIonal
tech?
Or
personal
tech
running
university
resources?
• How
are
fee
schedules
constructed?
By
seat?
By
download?
By
course?
20. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
20
Faculty
Readiness
and
Support
• Faculty
need
to
know
how
to
incorporate
GBL
resources
into
their
syllabi
and
into
their
teaching.
How
can
instructors
learn
about
GBL?
Get
ideas
for
their
own
teaching?
• Faculty
who
are
interested
in
developing
their
own
GBL
resource(s)
need
pedagogical
and
technical
skills
and
support.
Will
insItuIon
provide
this
support?
If
so,
how?
21. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
21
Impact
on
Students
• What
kinds
of
communicaIons/messaging
will
be
necessary
for
the
insItuIon’s
consItuents
(i.e.,
students,
parents,
employers)
to
embrace
GBL?
• Will
students
need
to
purchase
new
technology?
Will
insItuIon
offset
cost?
Can
technology
and
content
be
rented?
What
are
limitaIons
to
renIng?
• For
mobile
technology,
any
offset
for
wireless
carrier
fees?
• Will
access
to
GBL
assets
fall
into
the
same
category
as
textbooks,
i.e.,
student
responsibility?
Available
in
library
or
lab?
22. Fall
2011
Anne
Derryberry,
Sage
Road
SoluIons,
LLC
22
NEXT
STEPS
SECTION
3
23. Need
help
geong
started?
Give
us
a
call
at
Sage
Road
SoluIons.
We
know
how
to
get
you
there.