Innovations in Technology  And What it Means to Learning and Training Karl M. Kapp, Ed.D.
Digital  Immigrants Digital Natives Boomers Generation X Gamers Millennials Neo-Millennials Nexters Greatest Generation Gen-Y GAP
 
www.karlkapp.blogspot.com
Technological Innovations
 
 
 
 
 
 
What was the “killer app” for the Boomers/Gen-X generations? Computers Microwaves Color Television
 
Which trait best describes you? Individualistic Driven Loyal Idealistic Skeptical Hierarchical None of These
Individualistic  Driven Loyal Idealistic Skeptical Hierarchical  Formal Learners Boomers Gen Xers
Lazy Wasting Time Rotting Brain Anti- Social
Kids ages 8-10 play  video games for about one hour every day. Digital divisions. Report by the  Pew /Internet: Pew Internet & American Life .  US Department of Commerce 87% of 8- to 17-year old children play video games at home.  Male teenagers play 13 hours of console video games a week .
70 percent of the players of  The Sims  are women under age 25 Unfortunately, this game highlights a sexist stereotype So does this game And this one Hottest selling kid’s PC game from  May 2004 to July 2006 was  Princess Fashion Boutique
Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.   Almost 43% of the gamers are female and 26% of those females are over 18.
Gamer 1.0   4 2 3
Gamer 1.0   4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
Gamer 2.0
Gamer 2.0   Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
 
What actions should I take based on this information?
 
 
Gamer 3.0
 
Gamer 3.0  Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
What variables do I balance to keep my person happy? How should I manage my time?
Gamer 4.0
Gamer 4.0  What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
What can we create together?
What leadership strategy should I use?
84%, of all teenagers own at least one personal media device: Desktop/laptop Computer Cell Phone  Personal Digital Assistant (PDA) -Pew Internet Foundation 44% have two 15% of 2-5 Year olds have a Cell phone -NPD Group
32 MB 4 MB DRAM 333 MHz Increasing Power of Gadgets 2.048 MHz Clock Speed 2,048 words of RAM Storage 36,864 words of ROM Memory PlayStation Portable PSP Block II Apollo Guidance Computer AGC Capability
Got Game:  John Beck and Mitchell Wade (2004) Problem Solvers Confident Resilient Multi- tasking Informal Learners Social
 
 
Training Manual  (one of three)
 
 
New Approaches are Needed
Solutions Provide a challenge Tell a story Provide Plenty of Feedback Leverage Gadgets Set up a community Think about Virtual Worlds Mix It Up in the Classroom Think of Learning as a Process Play Some Games
Solution #1: Provide a Challenge
Can this group solve the challenge?  Do they know what tools to use?
Solution #2: Tell a Story Bourne Conspiracy Video Game
 
Defense Intelligent  Agency Training
America’s Army
 
-   Realistic simulators for contemporary  Leadership Training - Integrate these games into leadership development  programs - Attempt various leadership structures Employees may make hundreds of leadership  decision an hour in a game Leadership’s Online Labs Harvard Business  Review, May 2008
 
 
PDG’s Sales  Simulation Training
Solution # 3: Provide Feedback A lot of feedback.
Lenhart, Maddden, Hitlin (2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation.  Pew Internet and American Life Project. Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email”
SOP Instructions Following your planogram, assemble the columns of cubes on the floor by locking each cube in place After each column is completed place the top plate on the top of each column Continue until you have all the columns built  Solution #3: Leverage Gadgets
Solution #3: Leverage Gadgets Listen, for a steady rhythm
Solution #5: Set up a Community www.karlkapp.blogspot.com
www.blogger.com www.wikispaces.com
 
Real-time access to people Quick question Broadcasting Thoughts and Opinions Sending Yourself Reminders. Mentoring Reach across silos of information Answering one question leads to more questions
Clarification of  Terms Tips and Techniques Advice from Veteran Employees Frequently  Asked Questions Posting/Collection of of Valuable Resources Listing of Internal  Experts
Solution #6: Virtual Worlds
 
 
 
Create Shared Working Spaces
Solution #7: Mix it up in the Classroom
Provide many feedback opportunities  Move from activity to activity  Use games and feedback devices Break out sessions
Use Small Group Exercises and Breakout Groups Pasha, P. (2005). Corporations woo baby boomers  CNNMoney,
Let Learner’s Teach
Provide time for unstructured chats.
Pre-Assessment E-learning Module Classroom Instruction Webinar Solution #8: Learning as a Process
Review of topic on a Wiki “Text” expert with questions  Review through simulations
Solution #9: Play Some Games
Summary Provide a challenge Tell a story Provide Plenty of Feedback Leverage Gadgets Set up a community Think about Virtual Worlds Mix It Up in the Classroom Think of Learning as a Process Play Some Games
You thought this presentation and information was… Eye opening Applicable to my situation Nothing new Boring Can’t be done here Oh, it is over already…I could have napped a little longer
Questions and Resources www.karlkapp.blogspot.com   Recommended books Samples and Examples Whitepaper available  http://www.e-learningguru.com/wpapers/vendor/Kapp_GGG.pdf   ASTD Learning Circuits Teaching Facts with Fun, Online Games Email: karlkapp@gmail.com http://karlkapp.blogspot.com www.gadgetsgamesandgizmos.com   “ Gadgets, Games and Gizmos for Learning: Tools for Transferring Knowledge from the Boomers to the Gamers”   Pfeiffer

Learning Technology

  • 1.
    Innovations in Technology And What it Means to Learning and Training Karl M. Kapp, Ed.D.
  • 2.
    Digital ImmigrantsDigital Natives Boomers Generation X Gamers Millennials Neo-Millennials Nexters Greatest Generation Gen-Y GAP
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
    What was the“killer app” for the Boomers/Gen-X generations? Computers Microwaves Color Television
  • 13.
  • 14.
    Which trait bestdescribes you? Individualistic Driven Loyal Idealistic Skeptical Hierarchical None of These
  • 15.
    Individualistic DrivenLoyal Idealistic Skeptical Hierarchical Formal Learners Boomers Gen Xers
  • 16.
    Lazy Wasting TimeRotting Brain Anti- Social
  • 17.
    Kids ages 8-10play video games for about one hour every day. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week .
  • 18.
    70 percent ofthe players of The Sims are women under age 25 Unfortunately, this game highlights a sexist stereotype So does this game And this one Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique
  • 19.
    Females play 5hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female and 26% of those females are over 18.
  • 20.
  • 21.
    Gamer 1.0 4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
  • 22.
  • 23.
    Gamer 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
  • 24.
  • 25.
    What actions shouldI take based on this information?
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
    Gamer 3.0 Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
  • 31.
    What variables doI balance to keep my person happy? How should I manage my time?
  • 32.
  • 33.
    Gamer 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  • 34.
    What can wecreate together?
  • 35.
  • 36.
    84%, of allteenagers own at least one personal media device: Desktop/laptop Computer Cell Phone Personal Digital Assistant (PDA) -Pew Internet Foundation 44% have two 15% of 2-5 Year olds have a Cell phone -NPD Group
  • 37.
    32 MB 4MB DRAM 333 MHz Increasing Power of Gadgets 2.048 MHz Clock Speed 2,048 words of RAM Storage 36,864 words of ROM Memory PlayStation Portable PSP Block II Apollo Guidance Computer AGC Capability
  • 38.
    Got Game: John Beck and Mitchell Wade (2004) Problem Solvers Confident Resilient Multi- tasking Informal Learners Social
  • 39.
  • 40.
  • 41.
    Training Manual (one of three)
  • 42.
  • 43.
  • 44.
  • 45.
    Solutions Provide achallenge Tell a story Provide Plenty of Feedback Leverage Gadgets Set up a community Think about Virtual Worlds Mix It Up in the Classroom Think of Learning as a Process Play Some Games
  • 46.
  • 47.
    Can this groupsolve the challenge? Do they know what tools to use?
  • 48.
    Solution #2: Tella Story Bourne Conspiracy Video Game
  • 49.
  • 50.
    Defense Intelligent Agency Training
  • 51.
  • 52.
  • 53.
    - Realistic simulators for contemporary Leadership Training - Integrate these games into leadership development programs - Attempt various leadership structures Employees may make hundreds of leadership decision an hour in a game Leadership’s Online Labs Harvard Business Review, May 2008
  • 54.
  • 55.
  • 56.
    PDG’s Sales Simulation Training
  • 57.
    Solution # 3:Provide Feedback A lot of feedback.
  • 58.
    Lenhart, Maddden, Hitlin(2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation. Pew Internet and American Life Project. Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email”
  • 59.
    SOP Instructions Followingyour planogram, assemble the columns of cubes on the floor by locking each cube in place After each column is completed place the top plate on the top of each column Continue until you have all the columns built Solution #3: Leverage Gadgets
  • 60.
    Solution #3: LeverageGadgets Listen, for a steady rhythm
  • 61.
    Solution #5: Setup a Community www.karlkapp.blogspot.com
  • 62.
  • 63.
  • 64.
    Real-time access topeople Quick question Broadcasting Thoughts and Opinions Sending Yourself Reminders. Mentoring Reach across silos of information Answering one question leads to more questions
  • 65.
    Clarification of Terms Tips and Techniques Advice from Veteran Employees Frequently Asked Questions Posting/Collection of of Valuable Resources Listing of Internal Experts
  • 66.
  • 67.
  • 68.
  • 69.
  • 70.
  • 71.
    Solution #7: Mixit up in the Classroom
  • 72.
    Provide many feedbackopportunities Move from activity to activity Use games and feedback devices Break out sessions
  • 73.
    Use Small GroupExercises and Breakout Groups Pasha, P. (2005). Corporations woo baby boomers CNNMoney,
  • 74.
  • 75.
    Provide time forunstructured chats.
  • 76.
    Pre-Assessment E-learning ModuleClassroom Instruction Webinar Solution #8: Learning as a Process
  • 77.
    Review of topicon a Wiki “Text” expert with questions Review through simulations
  • 78.
  • 79.
    Summary Provide achallenge Tell a story Provide Plenty of Feedback Leverage Gadgets Set up a community Think about Virtual Worlds Mix It Up in the Classroom Think of Learning as a Process Play Some Games
  • 80.
    You thought thispresentation and information was… Eye opening Applicable to my situation Nothing new Boring Can’t be done here Oh, it is over already…I could have napped a little longer
  • 81.
    Questions and Resourceswww.karlkapp.blogspot.com Recommended books Samples and Examples Whitepaper available http://www.e-learningguru.com/wpapers/vendor/Kapp_GGG.pdf ASTD Learning Circuits Teaching Facts with Fun, Online Games Email: karlkapp@gmail.com http://karlkapp.blogspot.com www.gadgetsgamesandgizmos.com “ Gadgets, Games and Gizmos for Learning: Tools for Transferring Knowledge from the Boomers to the Gamers” Pfeiffer