The document discusses the differences between traditional learning management systems (LMS) and informal learning approaches, noting that LMS tend to be generic, push learning, focus on assessments and scores, and lack fun and engagement, while informal approaches create emotional connections, pull learning, and focus on building skills through journeys and real-world feedback. It advocates that while games can be useful instructional tools, promoting them as the primary strategy is misleading.
Learning in the Age of Knowledge on DemandTim O'Reilly
The London Black Cab driver's exam, "The Knowledge of the Streets and Monuments of London," is one of the most difficult exams in the world, requiring drivers to become a human GPS. With today's tools, the smartphone and the right app turns anyone into the equivalent of a human GPS. I've been asking myself how this concept applies to the field of online learning, particularly in my own field of programming and related IT skills. How should we rethink learning in the age of knowledge on demand? My keynote at the EdCrunch conference in Moscow on October 1, 2019. As always, download the PPT to read the detailed script in the speaker notes below each slide.
Gadgets, Games and Google For Learning South FL PresentationKarl Kapp
This presentation to the South Florida ASTD chapter. The session answers questions like:
What is the best way to design instruction for today's technology tools and for the creation and delivery of e-learning?
What tools are most effective for delivering what types of training?
Attend this session and get insight of . . .
how organizations are leveraging Smartphones for performance support and mobile learning,
how game-based learning is being designed to teach everyone from firefighters to sales reps to call center employees, and
how quick searches and meta-data are changing the landscape of how employees learn and their information expectations.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
Thirteen young and unskilled people were hired to learn programming. Formal training methods like curriculum, instructors, and classrooms did not work well, while real work projects with dedicated mentors did accelerate learning. The document discusses how the work world is changing to require more skills like collaboration, adaptation to constant change, and innovation. It also outlines how learning is shifting from formal classroom styles to being more self-directed, collaborative, and incorporating a variety of tools like social networks, videos, and mentors.
This document discusses moving classroom content online and engaging students through creativity, collaboration, and new skills. It recommends providing choice, varied delivery and responses, student-created rubrics, and engaging scenarios to involve students. New skills like design, story, empathy, play, and finding meaning are important. Content should be shared and not stolen. Creativity can be fostered through a balanced life and outlets like MySpace, fan fiction, and YouTube. Collaboration requires playing fair and working with others.
This document discusses managing technology use for improved productivity and balance. It notes that constant digital connectivity can reduce focus and increase distractions. Suggested strategies include prioritizing tasks, taking breaks, separating technology from sleep, and using productivity tools like Eisenhower matrices and personal assistants. Emerging technologies may replace some jobs, so developing skills like creativity, collaboration and adaptability is important for the future.
Learning in the Age of Knowledge on DemandTim O'Reilly
The London Black Cab driver's exam, "The Knowledge of the Streets and Monuments of London," is one of the most difficult exams in the world, requiring drivers to become a human GPS. With today's tools, the smartphone and the right app turns anyone into the equivalent of a human GPS. I've been asking myself how this concept applies to the field of online learning, particularly in my own field of programming and related IT skills. How should we rethink learning in the age of knowledge on demand? My keynote at the EdCrunch conference in Moscow on October 1, 2019. As always, download the PPT to read the detailed script in the speaker notes below each slide.
Gadgets, Games and Google For Learning South FL PresentationKarl Kapp
This presentation to the South Florida ASTD chapter. The session answers questions like:
What is the best way to design instruction for today's technology tools and for the creation and delivery of e-learning?
What tools are most effective for delivering what types of training?
Attend this session and get insight of . . .
how organizations are leveraging Smartphones for performance support and mobile learning,
how game-based learning is being designed to teach everyone from firefighters to sales reps to call center employees, and
how quick searches and meta-data are changing the landscape of how employees learn and their information expectations.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
Thirteen young and unskilled people were hired to learn programming. Formal training methods like curriculum, instructors, and classrooms did not work well, while real work projects with dedicated mentors did accelerate learning. The document discusses how the work world is changing to require more skills like collaboration, adaptation to constant change, and innovation. It also outlines how learning is shifting from formal classroom styles to being more self-directed, collaborative, and incorporating a variety of tools like social networks, videos, and mentors.
This document discusses moving classroom content online and engaging students through creativity, collaboration, and new skills. It recommends providing choice, varied delivery and responses, student-created rubrics, and engaging scenarios to involve students. New skills like design, story, empathy, play, and finding meaning are important. Content should be shared and not stolen. Creativity can be fostered through a balanced life and outlets like MySpace, fan fiction, and YouTube. Collaboration requires playing fair and working with others.
This document discusses managing technology use for improved productivity and balance. It notes that constant digital connectivity can reduce focus and increase distractions. Suggested strategies include prioritizing tasks, taking breaks, separating technology from sleep, and using productivity tools like Eisenhower matrices and personal assistants. Emerging technologies may replace some jobs, so developing skills like creativity, collaboration and adaptability is important for the future.
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Science of Teams - a glimpse into some of the science of teams. These slides are only useful with the Game itself and a paper that supports the science. All of which are at agilepainrelief.com
Presentation on Garr Reynolds's talk at GoogleSameer mathur
This document discusses improving presentation skills. It emphasizes that preparation is key, and that the presenter should focus on clarity, meaning and great content rather than confusion and boredom. Effective presentations rely on natural delivery, simplicity, creativity, sticky messages, interactive visuals, and recognizing that the presenter, not the PowerPoint, is the real presentation. Proper preparation, storytelling, movement away from the podium, and engaging the audience can help present complex topics in an engaging way.
Remote working provides opportunities for flexible work arrangements but also presents challenges. It requires strong self-management and communication skills. Preparing for remote work involves treating yourself as the manager by setting goals and priorities. Communication is key, both synchronous and asynchronous. Remote workers must also find ways to maintain a healthy work-life balance and avoid isolation through community engagement and physical activity. Overall, remote work allows accessing new opportunities if one adapts to its requirements for independence and communication.
This document provides tips for how to learn programming. It emphasizes that programming is difficult but not impossible, and encourages finding problems to solve. It recommends finding your learning style, improving foundational skills, narrowing your focus, getting excited, and just coding. It also suggests getting help from others, being persistent, and developing a passion for programming in order to succeed.
Games for Learning – Design Principles for Student Engagement in Blended Lear...DreamBox Learning
Educational games and apps are a useful tool for Blended Learning, making it important to choose games in different content areas that not only align with standards and support learning goals, but engage students as well. In this session, Max Holechek, UX Designer, Ayu Othman, Art Director and Dr. Tim Hudson, explored games from a developers eyes. They discussed how game design principles can be used effectively to increase student engagement and achievement, both in the classroom and in digital environments. They shared examples of games that employ these principles in different content areas and in games that are solely developed for entertainment. They also explained how to classify and select educational games according to their purposes and needs.
The document collects opinions from various people on the qualities of an ideal keynote talk, with descriptions ranging from "dynamic" and "inspiring" to "entertaining" and "informative". Many emphasize an engaging speaking style along with providing takeaways and being relevant to the conference topic. Overall the responses show a preference for a talk that is lively, educational, and leaves the audience with applicable insights.
This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs...
http://www.curatr3.com/massive-open-online-courses/
This document discusses effective e-learning design. It lists several principles of learning such as the modality principle, cognitive load theory, and the coherence principle. It notes that using too many words and pictures without coherence can overload learners. It also advises focusing on improving analysis and design skills to create useful learning experiences for users.
The Art of Direct Observational Research at Scale by Making it a Team Sport!UXPA International
Karl Melder discusses how he scaled observational research as a team sport at Microsoft. He describes how his team used lightweight user testing to develop the PerfTips tool for developers. They started small with weekly in-lab usability tests and grew participation over time. Some key lessons included meeting teams where they are, using data and stories to advocate for customers, and enabling other teams to conduct their own user research. The talk provided many principles for scaling user research across an organization in an agile way.
Group projects can create synergy and better ideas through collaboration. However, they also risk one person doing all the work or groupthink hindering brilliance. To be successful, groups should clarify expectations and due dates, divide tasks, and plan next steps at meetings. Issues like free riders or technology problems should be brought to the instructor. With open discussion, planning and accountability, groups can pull together a strong final project.
MVP development from software developer perspectiveRiza Fahmi
The document discusses what a minimum viable product (MVP) is and why and how to build one. It defines an MVP as the simplest version of a product that allows customers to be tested with minimum effort. Building an MVP focuses development on the core idea, allows for early testing and feedback, takes less time and resources. The document provides tips for building an MVP such as building less features, fixing budgets/time while flexing scope, releasing something daily, and breaking work into small tasks. Examples of successful MVPs from companies like Facebook, Dropbox, Amazon are also included.
I’m sorry I haven’t a clue...Clever ways to get more from colleagues who don’...Sticky Content
See Catherine Toole's recent presentation from the B2B Marketing Conference 2014: I’m sorry I haven’t a clue. Clever ways to get more from colleagues who don’t get content.
You’re in b2b marketing. It’s a complex product. It’s a complex sales cycle. You’re expected to generate leads, deepen relationships and increase conversions through content. But very few people in the company ‘get’ content. They want tactical stuff. They want to go viral. They want results. But the investment isn’t there; neither is the understanding. Not to mention the dearth of resource and original ideas…
But wait – there is light at the end of this tunnel (and leads to be put in your funnel). Find out how to revolutionise your internal content culture, gamify idea generation and get everyone actively behind your content strategy.
Popular speaker Catherine Toole is the founder and chairman of Sticky Content, now part of the Press Association. She also leads content strategy and UX copywriting seminars for Econsultancy and at Jakob Nielsen’s Usability Weeks around the world.
Breaking Down Barriers (to enterprise social) in the Land of DinosaursSusan Hanley
You’ve heard the messages: the future of collaboration is all about enterprise social networks. It’s a future where you’d like to be, of course, but what if you work in a land of stodgy dinosaurs? Your dinosaurs might not find it so easy to let go of past paradigms and make the leap of faith to try something new and different. This presentation showcases several powerful social collaboration success stories from which you can draw insights and presents some proven approaches to break down the barriers that you might encounter.
Secrets Of Successful Portal Implementations Dec2008Susan Hanley
The document discusses key elements for a successful SharePoint portal implementation, including defining stakeholders and business objectives, understanding how the solution fits with emerging technologies, identifying measures of success, establishing governance plans, and carefully planning rollout and ongoing support. Success requires balancing organizational culture, processes, and technology, with an emphasis on understanding user needs rather than just the technical capabilities.
The document provides tips for employers to empower and lead remote employees during times of social distancing. It suggests maintaining open communication through video calls and chat groups. Employers should remind employees of the company mission and vision and do teambuilding activities online. Suggested activities include games, sharing personal interests, problem-solving, and exercising together competitively. Employers are advised to acknowledge employees' work, ask about their well-being, and implement rewards to motivate them. Digital documentation using PDF is recommended to securely share paperwork remotely. The overall message is for leaders to care for their employees' wellness and morale during difficult circumstances.
Overcoming Top 10 Objections To Social Learning V2Mzinga
The document discusses overcoming objections to social learning. It outlines 5 common objections: 1) employees will socialize instead of work; 2) lack of content control; 3) inaccurate information; 4) relevance to training; and 5) lack of ROI measurement. For each objection, the presenters Dave Wilkins and Kevin Jones provide counterpoints on how social learning addresses the concern and can improve learning outcomes. They encourage participants to submit additional objections for discussion.
- The document discusses different astrological signs and how each sign's traits may influence their approach to learning the English language.
- Certain signs, such as Aries, learn best through one-on-one instruction that allows them to move at their own pace, while others, like Sagittarius, prefer more immersive experiences like traveling abroad.
- Factors like a sign's ruling planet, personality traits, and learning preferences are taken into account when assessing what type of language education may be best suited for each sign.
Good language learners are motivated, realistic in their goals, and organized in their approach. They follow steps like reviewing material and ensuring a balance of input and output through writing, speaking, and other activities. While focusing entirely on one resource is not recommended, making pictures and speaking fluently can help learners improve.
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Science of Teams - a glimpse into some of the science of teams. These slides are only useful with the Game itself and a paper that supports the science. All of which are at agilepainrelief.com
Presentation on Garr Reynolds's talk at GoogleSameer mathur
This document discusses improving presentation skills. It emphasizes that preparation is key, and that the presenter should focus on clarity, meaning and great content rather than confusion and boredom. Effective presentations rely on natural delivery, simplicity, creativity, sticky messages, interactive visuals, and recognizing that the presenter, not the PowerPoint, is the real presentation. Proper preparation, storytelling, movement away from the podium, and engaging the audience can help present complex topics in an engaging way.
Remote working provides opportunities for flexible work arrangements but also presents challenges. It requires strong self-management and communication skills. Preparing for remote work involves treating yourself as the manager by setting goals and priorities. Communication is key, both synchronous and asynchronous. Remote workers must also find ways to maintain a healthy work-life balance and avoid isolation through community engagement and physical activity. Overall, remote work allows accessing new opportunities if one adapts to its requirements for independence and communication.
This document provides tips for how to learn programming. It emphasizes that programming is difficult but not impossible, and encourages finding problems to solve. It recommends finding your learning style, improving foundational skills, narrowing your focus, getting excited, and just coding. It also suggests getting help from others, being persistent, and developing a passion for programming in order to succeed.
Games for Learning – Design Principles for Student Engagement in Blended Lear...DreamBox Learning
Educational games and apps are a useful tool for Blended Learning, making it important to choose games in different content areas that not only align with standards and support learning goals, but engage students as well. In this session, Max Holechek, UX Designer, Ayu Othman, Art Director and Dr. Tim Hudson, explored games from a developers eyes. They discussed how game design principles can be used effectively to increase student engagement and achievement, both in the classroom and in digital environments. They shared examples of games that employ these principles in different content areas and in games that are solely developed for entertainment. They also explained how to classify and select educational games according to their purposes and needs.
The document collects opinions from various people on the qualities of an ideal keynote talk, with descriptions ranging from "dynamic" and "inspiring" to "entertaining" and "informative". Many emphasize an engaging speaking style along with providing takeaways and being relevant to the conference topic. Overall the responses show a preference for a talk that is lively, educational, and leaves the audience with applicable insights.
This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs...
http://www.curatr3.com/massive-open-online-courses/
This document discusses effective e-learning design. It lists several principles of learning such as the modality principle, cognitive load theory, and the coherence principle. It notes that using too many words and pictures without coherence can overload learners. It also advises focusing on improving analysis and design skills to create useful learning experiences for users.
The Art of Direct Observational Research at Scale by Making it a Team Sport!UXPA International
Karl Melder discusses how he scaled observational research as a team sport at Microsoft. He describes how his team used lightweight user testing to develop the PerfTips tool for developers. They started small with weekly in-lab usability tests and grew participation over time. Some key lessons included meeting teams where they are, using data and stories to advocate for customers, and enabling other teams to conduct their own user research. The talk provided many principles for scaling user research across an organization in an agile way.
Group projects can create synergy and better ideas through collaboration. However, they also risk one person doing all the work or groupthink hindering brilliance. To be successful, groups should clarify expectations and due dates, divide tasks, and plan next steps at meetings. Issues like free riders or technology problems should be brought to the instructor. With open discussion, planning and accountability, groups can pull together a strong final project.
MVP development from software developer perspectiveRiza Fahmi
The document discusses what a minimum viable product (MVP) is and why and how to build one. It defines an MVP as the simplest version of a product that allows customers to be tested with minimum effort. Building an MVP focuses development on the core idea, allows for early testing and feedback, takes less time and resources. The document provides tips for building an MVP such as building less features, fixing budgets/time while flexing scope, releasing something daily, and breaking work into small tasks. Examples of successful MVPs from companies like Facebook, Dropbox, Amazon are also included.
I’m sorry I haven’t a clue...Clever ways to get more from colleagues who don’...Sticky Content
See Catherine Toole's recent presentation from the B2B Marketing Conference 2014: I’m sorry I haven’t a clue. Clever ways to get more from colleagues who don’t get content.
You’re in b2b marketing. It’s a complex product. It’s a complex sales cycle. You’re expected to generate leads, deepen relationships and increase conversions through content. But very few people in the company ‘get’ content. They want tactical stuff. They want to go viral. They want results. But the investment isn’t there; neither is the understanding. Not to mention the dearth of resource and original ideas…
But wait – there is light at the end of this tunnel (and leads to be put in your funnel). Find out how to revolutionise your internal content culture, gamify idea generation and get everyone actively behind your content strategy.
Popular speaker Catherine Toole is the founder and chairman of Sticky Content, now part of the Press Association. She also leads content strategy and UX copywriting seminars for Econsultancy and at Jakob Nielsen’s Usability Weeks around the world.
Breaking Down Barriers (to enterprise social) in the Land of DinosaursSusan Hanley
You’ve heard the messages: the future of collaboration is all about enterprise social networks. It’s a future where you’d like to be, of course, but what if you work in a land of stodgy dinosaurs? Your dinosaurs might not find it so easy to let go of past paradigms and make the leap of faith to try something new and different. This presentation showcases several powerful social collaboration success stories from which you can draw insights and presents some proven approaches to break down the barriers that you might encounter.
Secrets Of Successful Portal Implementations Dec2008Susan Hanley
The document discusses key elements for a successful SharePoint portal implementation, including defining stakeholders and business objectives, understanding how the solution fits with emerging technologies, identifying measures of success, establishing governance plans, and carefully planning rollout and ongoing support. Success requires balancing organizational culture, processes, and technology, with an emphasis on understanding user needs rather than just the technical capabilities.
The document provides tips for employers to empower and lead remote employees during times of social distancing. It suggests maintaining open communication through video calls and chat groups. Employers should remind employees of the company mission and vision and do teambuilding activities online. Suggested activities include games, sharing personal interests, problem-solving, and exercising together competitively. Employers are advised to acknowledge employees' work, ask about their well-being, and implement rewards to motivate them. Digital documentation using PDF is recommended to securely share paperwork remotely. The overall message is for leaders to care for their employees' wellness and morale during difficult circumstances.
Overcoming Top 10 Objections To Social Learning V2Mzinga
The document discusses overcoming objections to social learning. It outlines 5 common objections: 1) employees will socialize instead of work; 2) lack of content control; 3) inaccurate information; 4) relevance to training; and 5) lack of ROI measurement. For each objection, the presenters Dave Wilkins and Kevin Jones provide counterpoints on how social learning addresses the concern and can improve learning outcomes. They encourage participants to submit additional objections for discussion.
- The document discusses different astrological signs and how each sign's traits may influence their approach to learning the English language.
- Certain signs, such as Aries, learn best through one-on-one instruction that allows them to move at their own pace, while others, like Sagittarius, prefer more immersive experiences like traveling abroad.
- Factors like a sign's ruling planet, personality traits, and learning preferences are taken into account when assessing what type of language education may be best suited for each sign.
Good language learners are motivated, realistic in their goals, and organized in their approach. They follow steps like reviewing material and ensuring a balance of input and output through writing, speaking, and other activities. While focusing entirely on one resource is not recommended, making pictures and speaking fluently can help learners improve.
This document provides ideas for generalizing skills taught in programs to a child's everyday life. It discusses the importance of tailoring generalization methods to the child's lifestyle, age, and interests. A variety of program ideas are presented for generalizing skills such as gross motor imitation, fine motor imitation, and matching in fun, engaging ways like games, pretend play, and community activities. The document emphasizes involving parents and being creative with generalization strategies for each individual child.
Power up your brain: how to be a good learnerAlexandra Sun
This document discusses how to be a good learner by focusing on three key components of the brain: focused vs diffuse thinking modes, the role of practice in forming memories, and how habits are formed. It explains that focused mode aids concentration while diffuse mode allows for creative thinking. Practice and repetition reinforce neural connections, forming long-term memories. Habits are cued routines that provide rewards to create beliefs driving repeated behaviors. Strategies like the Pomodoro technique optimize these components to improve learning.
Teaching or Learning Methods and Good Language LearnerEko Alreza
This document discusses teaching and learning methods for language acquisition. It begins by explaining the importance of individual learner variables and learning context. It then outlines the key components of communicative language teaching: grammatical, discourse, sociolinguistic, and strategic competence. Another theory discussed is that language function is more important than form structure. The document lists several language teaching methods like situational language teaching, the natural method, and total physical response method. It describes the participants in the research project as intermediate or above language learners. It poses questions about replicating the research in other places or with different ages. Finally, it concludes that good language learners use a variety of methods and are flexible to suit different learner needs.
Good language learners have high aspirations, are creative and autonomous learners who make opportunities to practice. They are also able to learn from errors, think in the target language, use contextual clues and learning strategies effectively with perseverance and goal orientation.
This document provides 10 reflection templates that can be used by individuals, groups, or whole classrooms to guide reflection activities. Reflection is presented as an important part of the learning process that allows students to continuously improve. The templates include prompts for reflecting on likes/dislikes, what went well/could be improved, key learnings, and more. Guidance is given on using the templates individually, with groups, or with the whole class.
The document discusses 9 reasons why games should be used instead of online courses for learning. It argues that games give learners more choice in how they learn, similar to how Amazon personalizes recommendations. Games also immerse learners in contexts that cognitive psychologists believe helps learning occur in the zone of proximal development. The document notes that games are good because they do not have rigid "next" buttons and sometimes allow useful failures unlike traditional online courses.
Ringkasan dokumen tersebut adalah:
1. Dokumen tersebut membahas tentang perubahan lingkungan strategis dan implikasinya bagi organisasi dan individu.
2. Dokumen tersebut menjelaskan tentang perubahan gelombang peradaban dari era pertanian, era industri, hingga era informasi saat ini dan dampaknya terhadap basis kompetisi organisasi.
3. Dokumen tersebut juga membahas tentang kapabilitas aset strategis yang berbeda pada
The document discusses the role of fun in learning and some myths surrounding games and learning. It argues that while games can engage students, fun itself is not necessarily the goal. Rather than assuming games will motivate students or that students want games for fun, the focus should be on making learning active, interactive, experiential, collaborative, and problem-based. This engages students by providing challenge, control, immersion, interest, and purpose. The conclusion is that learning works best when it is engaging and allows for playfulness and creativity rather than relying on assumptions about fun or games alone.
The document outlines the agenda for a "Train the Trainer" workshop. It covers topics like adult learning styles, how adults learn best, motivating adult learners, dealing with difficult behaviors in groups, lesson planning, and training evaluation. The agenda includes discussions, activities, and a roleplaying exercise where participants practice delivering lesson messages from a sample training.
This ppt presentation consists of basic guidelines towards understanding the internationally recognized test aka TOEFL iBT.
Hope it gives you an idea of what iBT is and how you can tackle the questions.
J-
The document discusses several factors that affect language learning, including learner characteristics, age, gender, aptitude, motivation, personality, cognitive/learning styles, hemisphere specialization, and learning strategies. It notes that understanding these learner characteristics allows teachers to help students develop positive traits and tailor their teaching approaches to better support different students. Age in particular plays a major role in decisions around how and what to teach, as children, adolescents, and adults learn differently and benefit from different teaching techniques due to variations in maturity levels.
TOEFL Speaking Topics: What You'll Talk About on the TOEFLMagoosh
In order to do well on the TOEFL Speaking section, you'll need to be prepared. You should know exactly what you will have to talk about. Check out this presentation, which tells you what you'll speak about in Tasks 1 and 2. We've also included tips to do well, and 20 practice questions. Happy studying!
This document discusses characteristics of good language learners and how teachers can support learners at different levels. It notes that good learners are motivated, participate actively, and take responsibility for their own learning. Teachers must consider learners' backgrounds and individual differences. While beginners benefit from simple language and activities, advanced learners need challenging tasks and subtle language use. The key is providing engagement and clear goals appropriate for each learner's level of proficiency.
Recovery: Job Growth and Education Requirements Through 2020CEW Georgetown
Recovery: Job Growth and Education Requirements Through 2020: Projections of jobs and education requirements through 2020. This report shows where the jobs will be by education level, occupation and industry. Recovery 2020 is an update to our Help Wanted: Projections of Jobs and Education Requirements Through 2018.
An introduction of events leading the French Revolution of 1789, beginning with a discussion of the Old Regime and ending with the Women's March on Versailles
Need some help on how to deal with your students who fall short in academics? Find help in this presentation. This guides the faculty or the counselor on how to help the students make the most of their life in school
Keynote address (Feb, 2016) to the educators in the Fort Nelson school district. We all know that we cannot teach a child without a concection... without a relationship. In the hustle and bustle of our jobs as educators, we often forget our why, the reason we got into education, of trying to make a difference with kids. In this talk, 6 Keys to Connecting are shared and discussed with the challenge of creating a more positive climate and better connections with kids in our classrooms, schools, and organizations.
This document summarizes a presentation on eLearning. It discusses common myths about eLearning, such as that it is too expensive or impersonal. The presentation defines eLearning as instruction delivered electronically and explores its history and growth. Barriers to eLearning like access and technology issues are addressed. The presentation provides examples of free and inexpensive eLearning tools and encourages attendees to start small with eLearning and not be discouraged by cost or technical skills.
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
Our approach to blended learning, the Chrysalis Way.
Learning effectiveness, social learning, curated content, great learning content, games based learning.
The document discusses how to create truly collaborative learning spaces in the classroom through purposeful design and appropriate use of tools. It questions whether discussion boards, blogs, and wikis are being used effectively for learning goals rather than just technology literacy or the latest trends. The author advocates experimenting with emerging technologies but emphasizes designing collaborative activities and assessments around learning outcomes rather than the tools themselves.
What You Should Be Doing to Integrate the Tools of Technology into Instructionjohnhendron
This document discusses strategies for integrating technology into teaching. It recommends five strategies: 1) Classroom blogging, which allows students to become publishers and fosters introspection; 2) Using technology for research and problem-solving to develop information literacy skills; 3) Using digital media like photos to enhance visual learning; 4) Having students collect and organize their knowledge into databases, wikis or blogs to provide their own scaffolding; and 5) Using targeted drill and practice software to be effective when it provides feedback and connections to the real world are made. The document emphasizes that technology should enhance and improve instruction, accommodate access issues, and foster discovery and constructivist learning through higher-order thinking.
How to Apply the Concepts of Neuroscience to Create a Thriving Learning CultureAggregage
In this webinar, Margie Meacham, CEO of Learningtogo and a neuroscience expert, will show you how to create a training program that promotes psychological safety and uses neuroscience to create a workplace culture where people flourish, connect, and perform at their best.
Long after the Thrill: Sustaining Passionate Users (SxSW Version)Stephen Anderson
This document discusses how to sustain passionate users over the long term by adding elements of gameplay to otherwise mundane activities. It suggests motivating consumer behavior through game mechanics like points, levels, badges etc. and maintaining user engagement through continual novel and delightful challenges that allow users to extend and exercise their capacities. The document also provides examples of how different attitudes and approaches can make the same content more interesting and fun for users.
Education Gamification by RUNSTEM co-founder Andrei LoginovskiyAndrei Loginovski
Trends in education technology, future of education and problems the current systems has. How RUNSTEM teaches kids STEM? Why do we use game design, coding games and gamification?
https://runstem.com.au
Experiments in Social Learning for organizationsCuratr
This document discusses experiments with social learning. It argues that social learning can be an effective way to generate valuable learning experiences for organizations. Work is increasingly about learning, and solutions require creativity and making connections. Social learning involves triggering ideas and allowing them to develop through exploration, integration, and resolution. Gamification may help promote participation in social learning by satisfying needs for autonomy, competence and relatedness, but there is a risk of too much unengaged participation if not implemented carefully. The key takeaways are that social learning can generate value, content should spark connections rather than be perfect, and gamification may help participation if used judiciously.
Let’s begin a revolution against traditional corporate learning! I can bring out the curious learners in your organization and this resume will tell you how. You need to hire me to take your learning culture to the next level.
Happy Developer's Guide to the Galaxy: Thinking About Motivation of DevelopersLemi Orhan Ergin
The document discusses how to motivate developers by creating an environment that improves passion, discipline and motivation. It suggests building human-centric practices like Lean, Craftsmanship and Agility that foster collaboration, continuous learning, trust and empowerment. Mindset is more important than tools, and managers must provide safe environments for trial and error to encourage innovation.
PM and Cross-Functional Teams by Gov Digital Service Prod MgrProduct School
- Why teams are even more important than you think
- Why the Product Manager is not the CEO of anything
- How to empower a team while maintaining influence and control
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.
AMA Reseach & Strategy Summit: Community WorkshopTom De Ruyck
The document discusses research communities as an alternative way to involve consumers in research up to the boardroom level of an organization. It finds that optimal community threads have around 30 posts and 20% of insights come uniquely from the crowd. Research communities work best when they create engagement through fun and games while managing interaction. Moderators must commit to creating an experience that balances methods, storytelling, and results. When applied effectively through purposeful sampling and brand fans, research communities can generate identification and informational engagement from consumers.
Dr. Karl Kapp, author of The Gamification of Learning and Instruction was my guest on the Business901 podcast, Learning with Gamification. If you need an introduction, or maybe you are ready to take the next step and gamify a few engagement strategies or your training. This podcast and transcription are a great place to start.
MROC's & GenY: get the 'research' party started!Tom De Ruyck
This document discusses how to effectively engage Generation Y in marketing research communities. It emphasizes that Gen Y expects to be treated as partners rather than subjects of research. The key learnings are:
(1) Communities work best with around 150 members to enable social interactions. Brand identification is strongest when values converge between brand and member.
(2) Members must be committed through engagement like meet-and-greets and empowerment to share content. Gamification can boost engagement through badges and leaderboards.
(3) Moderators and companies must be committed for communities to succeed. The experience should inspire action beyond brief debriefs by bringing consumers into the boardroom. The goal is engaging experiences that inspire
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
33. Ho hum learning Fun learning
Look and feel Stock, generic, templates Fresh, one-of-a-kind interface
Navigation Click next Go on a journey
Engagement Push learning Pull learning
Gamification Bingo Levels, leader boards, badges
Duration “How fast can I finish?” “How can I stay here longer?”
Information Blah blah blah Learn by doing
Assessments Choose answer. Click submit. Do something and see what happens.
Motivation “More training? For what?” “This is a career builder!”
Feedback Incorrect. Please try again. Here’s what will happen in the real world.
Technology Company computers BYOD
Collaboration Top down, materials-focused Bottom up, learner-focused
Emotion Disconnection from the material Material creates emotional connection
Results A score A skill
Funification None Lots
BOTH IAN AND TRACY?IntroductionTracyIan WeejeeWhy do we do what we do? We want to see ho hum learning vanish from the face of the earth. We think learning should be fun.We’re beginning to see more and more evidence that fun learning is more effective than ho hum learning.
IAN’S SLIDEWe wanted to start with an example of using fun to change behavior.The objective of most training is to change behavior – for the learner to do something or remember something they didn’t do before.This is from The Fun Theory, which was a contest by Volkswagen where they recognized THOUGHT and IDEAS and INVENTIONS that proved what they called the fun theory – that fun is the easiest way to change people’s behavior for the better.We thought this would be a fun way to start our presentation.
IAN’S SLIDETRACY TO ASSISTStudies, statistics, science, dopamine, etc. – We can look at the science behind fun learning, but the studies that should mean the most to us are the ones centered around the results of fun learning.“Fun means engagement, doing and learning what has meaning and purpose, and it means being challenged.” – Valerie Strauss, who???
TRACY’S SLIDEContrary to Clark’s assertion, there is solid research and overwhelmingly compelling evidence that games can and do teach a variety of subjects effectively. In fact, there is a rapidly growing body of empirical evidence that repudiates Clark’s claim. Let’s look at just a few pieces of this evidence. In a paper titled “Does Game-based Learning Work? Results From Three Recent Studies,” the author, Richard Blunt of the Advanced Distributed Learning (ADL) group, reported on three causal-comparative exploratory studies. ADL, founded in 1997, works with business and university groups to develop consensus around standards for training software as well as associated training services purchased by federal agencies. ADL reported on studies that examined the difference in academic achievement among students who did and did not use video games for learning. Researchers added three different video games to approximately half the classes of freshman introduction to business and technology courses, third-year economics courses, and third-year management courses. All courses imposed identical testing situations, while data collected included game use, test scores, gender, ethnicity, and age. Analytic methods testing game-use effectiveness included ANOVA, chi-squared, and t-tests. The findings indicated that the mean scores of students in classes using the game were significantly higher than those of students in classes that did not. There were no significant differences between genders, yet both genders scored significantly higher with game play. There were no significant differences between ethnicities, yet all ethnic groups scored significantly higher with game play. Students 40 years and under scored significantly higher with game play, while students 41 and older did not. Blunt further indicates that “these studies add definitive research in the area of game-based learning. The DoD now has studies proving the efficacy of digital game-based learning and how it can improve learning.”While three studies indicating learning from games is a start, and already debunks the myth that “games don’t teach,” one could make an argument that it is hardly a foundation for making the assertion that games teach. True, but this is not the only research indicating games are effective teachers. Connolly, et al. (2011) looked at more studies and reached the same conclusion. They conducted a meta-analysis (study of studies) by reviewing 129 papers reporting evidence related to the impacts and outcomes of computer games and serious games with respect to learning and engagement. The majority of the studies reviewed—121 (94 percent)—reported quantitative data, with eight (six percent) reporting qualitative data. One strong conclusion they reached was that the most “frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes.” Certainly, knowledge acquisition and content understanding are learning—learning from games. In the two meta-analysis papers Clark reports on, both authors indicated that games teach (see comments on original article). These findings from Blunt, Connolly, et al., Hays, Sitzmann, and others support the argument that games teach and positively impact motivation. This isn’t looking at one isolated study. It is looking at over a hundred studies both qualitative and quantitative, from different meta-analysis studies and individual studies. The evidence is clear and compelling. So the statement “games don’t teach” is simply not supported by the evidence. The preponderance of evidence is that games can and do teach. Now does every game teach? No. Neither does every lecture or every online course. Games also have the additional benefit of changing behavior. See research studies outlined in “Can a Video Game Make Someone Nice? T…
TRACY’S SLIDETracy to address Instructional strategies for making learning fun, including gamification and game mechanics. And the Why. Also, build anticipation for Tracy’s list later in the presentation.Instructional strategies for making learning fun, including gamification and game mechanicsPOLL: From Rick’s article which are game mechanics? (List)Discuss game mechanics—leader boards, mini goals, etc. from Rick’s article POLL: WHICH ARE GAME MECHANICS
BOTHIAN STARTS, THEN TRACYProbably the easiest place to start when talking about fun learning is gamification. It’s not the only way to make learning fun, but in the last year there’s been a huge increase in gamification in learning.By definition, gamification is “the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems.” – WikiPediaGamification-- engages people--motivates action--promotes learning and problem solvingExamples of gamification and game mechanics would be--Leaderboards-- Badges-- Quests-- Levels-- Character upgrades-- Breaking up the content into small chunks-- Non-linear goal progression-- Appointments-- Bonuses-- Countdown-- Discovery-- Reward schedulesA good resource for understanding gamification is the website gamification.org3. Which of the following is not a game mechanic that can be used to enhance e-learning?Break up the content into small chunksNonlinear goal progression*Linear flow of goalsCharacter upgrades
TRACY’S SLIDE4. Which of the following features has been shown to increase e-learning engagement by 300%?*LeaderboardsVideosResourcesAvatars
TRACY’S SLIDEThrow out a challenge (Compliance from DaVita), ask the attendees to brainstorm solutions for making it fun, then show the solution we created CHAT FEATURE
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TRACY’S SLIDEThrow out another challenge (Abbott), ask the attendees to brainstorm solutions for making it fun, then show the solution we created CHAT FEATURE
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TRACY’S SLIDEIAN TO ASSISTAsk for a challenge from the audience and brainstorm as a group using chat: What’s a topic you currently have as a challenge that you’d like to make more fun? CHAT
IAN’S SLIDENow, let’s move beyond gamification and look at other emerging tools and and technologies and strategies that are helping to diversify learning and that can help build engagement.In this next section, we’re going to talk about -- the 70 – 20 – 10 model-- Authoring tools-- Next gen LMSs - Wisetail – competitive, collaborative, exploratory-- Creative use of Sharepoint-- Approaches - Instructional design-- How mobile playing big part of putting fun in learningHow to use existing tools and technologies to build innovative learning environments that are collaborative, competitive, and exploratoryAsk participants which tools they are using to develop, deliver e-learning. Is there a button I can press to make it fun? Not exactly. It’s all in the design, but there are a few tools that give you better design capabilities. POLL: Articulate Studio, Storyline, etc.; Social Media – Yammer, LinkedIn,
IAN’S SLIDEONE QUICK WORD ABOUT MOBILE.Last Oct, Strategy Analytics reported that the number of smartphones in the world climbed over 1 billion. It took just over a decade to get to that number. By way of comparison, it took the personal computer THREE decades to achieve the same penetration.WE’RE A MOBILE SOCIETY. AND SUCCESSFUL ORGANIZATIONS ARE ADDRESSING THIS WITH THEIR LEARNING INITIATIVES. PEOPLE LIKE MOBILITY. AND THEY LIKE BEING ABLE TO ACCESS THINGS ON THE GO.Learning can now be delivered anywhere. Which in and of itself is FUN -- for the learner-- APPS-- GAMESWe’re going to take a look at some of the tools and new technologies that allow us to get learning to people when and wherever they need it.
TRACY’S SLIDEGet list of features from Articulate site – list next to them why it adds to FUN???Mobile and desktop development toolExports to mobileHTML5, Flash, and Mobile DevicesLightboxDrag-and-Drop InteractionsRobust Multimedia Support
IAN’S SLIDE70 – 20 – 10 Model (based on research by Michael M. Lombardo and Robert W. Eichinger for the Center for Creative Leadership)-- 70 of learning – Informal – On-the-job experiences, tasks, and problem solving-- 20 of learning – Relationships – Networks,feedback and mentoring-- 10 of learning – Formal – Delivered via formal training processes, from courses and readingTRADITIONAL LMS:Course ManagementUser ManagementReportingOnline AssessmentsCertificatesSCORM CompliantNEXT GEN LMS:All of the above PLUS ...The ability to more easily collaborate ...User generated contentCollaboration toolsVirtual classroomsSocial media – for that inherent social nature of learning --Most importantly, the focus is on the learner, not the content. --And inherent in these new sets of features is the ability to make learning fun.--So how do we measure that 70%?
IAN’S SLIDEA new learning technology specification has been developed called the Experience API.STARTActivity streams – As a society, we’re just at the beginning– just scratching the surface in understanding and using activity streams. If you have a LinkedIn profile, or a Facebook page or a Twitter channel, then you generate and see activity streams.And we’re able to parse and learn from the important components of those activity streams.And so this is the approach that ADL (Advanced Distributed Learning) – the organization that brought us SCORM – decided to take with what some think of as the new SCORM. -- Overseen by DoD -- An initiative to standardize and modernize training and education management and delivery-- We’re no longer restricted by tradition learning formats – so new and innovative types of learning can be delivered to the learner-- Learning happens anywhere – 70% is informal – and now a portion of that can be encouraged, and even tied in with other initiatives to improve culture and individual performance and company performanceSo that’s a look at one technology that has huge implications for better understanding the learner – where they are, how they learn, and how important FUN is to them.Now let’s look at some of these new environments where learning can be made more fun.5. Which of the following learning technology specifications enables tracking and reporting of learner activity in both formal and informal settings?SCORM 1.2SCORM 2004*The Experience API (Tin Can)Articulate Storyline
IAN’S SLIDETRACY TO ASSISTTRADITIONAL LMS:Course ManagementUser ManagementReportingOnline AssessmentsCertificatesNEXT GEN LMS:All of the above PLUS ...User generated contentCollaboration toolsVirtual classroomsSocial mediaFocus is on the learner, not the content
IAN’S SLIDETRACY TO ASSISTLearners can comment and rate the formal training – as so the dialogue is not strictly between the learner and learning administration, it’s a conversation among learners. One learner’s insights are there for another to see. It doesn’t have to be instantaneous – it can be moderated. But it shortens the distance and the time frame for that outcome, or the change in behavior.
IAN’S SLIDETRACY TO ASSISTHere’s the Share portal of this LMS – where users can quickly upload any media – video, documents, links to websites.The ability to share and collaborate in this kind of environment extends that inherent social nature of learning – that 70% -- to team members and employees wherever they are.A quick word about security– one of the main objections to environments like these has always been corporate security. Fear of company information getting out, or the wrong information floating around the organization.-- These services are cloud based, they’re fully locked down with regard to authentication-- And -- as has always been the case -- there’s more vulnerability in a company cubicle than in a learner record on a service like WisetailCheesecake Factory example.BACKGROUND:ScoopsLive is the The Cheesecake Factory's communication and SSO portal for it's 34,000 team members. Backend access is managed real-time via an integration with their employee record system. Once logged into ScoopsLive, team members can move seamlessly amongst their cloud-based systems.
IAN’S SLIDETRACY TO ASSIST70 – 20 – 10 Model-- 20 of learning – Relationships – Networks,feedback and mentoring
TRACY’S SLIDEIAN TURNS IT OVER TO TRACY: Here’s an example of using SharePoint to promote a fun learning initiative. SharePoint typically exists independently of an LMS, but it’s a great environment for collaboration and taking advantage of relationships and networks for learning.
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TRACY’S SLIDEIAN TO CHIME INCreat list of Sharepoint features from Jeff’s screenshots and Sharepoint website.
IAN’S SLIDEThis SharePoint example gives us a window into how fun learning can have an effect on the culture of an organization. For fun learning to have an impact on company culture, it’s important that that learning be provided in environments where the learners already are. And in many organizations it’s a place like SharePoint.And it’s a good idea to engage influencers in the environments first, because they’re the ones who can champion the learning campaign to the greatest number of users.And one more point – if there are any policy changes or changes in the organization, these environments are very useful for showing the realities of why that change is necessary. And it can be done in a manner that’s fun and engaging like Mission: Possible.So:It’s about engaging existing communities where learners already areEngaging influencers in your learning campaignAnd using these environments to find creative ways to educate on the realities of why a particular change is necessary6. Which of the following strategies would be least likely to produce positive organizational change as it relates to learning?Engaging influencers in your learning campaignFinding creative ways to educate on the realities of why change is necessaryEngaging existing communities where learners already are*A top down directive from the head of learning
TRACY’S SLIDEGain clarity on how to evaluate good learning solutions from ineffective onesWalk through the ho-hum list – checklist for things to think ofYou might see this, but you should strive for thisCan you think of other examples? CHAT2. What is one way to increase e-learning engagement/excitement?Linear navigation structureUse a templated approachAdd a multiple choice quiz*Allow the learner to choose their own path
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SummarizeRepeat all questions in paraphrase – emphasize correct answer.