This document discusses mobile learning and summarizes a few projects. It describes how mobile apps can integrate simulations, games, virtual worlds and collaborative technologies. It also summarizes a mobile simulation for STEM education called Mobile My Sports Pulse Challenge that combines science and math learning with sports through mobile quizzes and videos from athletes. Preliminary results found the program increased some students' interest in math, science, and sports.
Istance Designing Gaze Gestures For Gaming An Investigation Of PerformanceKalle
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24 participants that examined performance differences between different gestures. We were able to predict the effect on performance of the numbers of legs in the gesture and the primary direction of eye movement in a gesture. We also report the outcomes of user trials in which 12 experienced gamers used the gaze gesture interface to play World of Warcraft. All participants were able to move around and engage other characters in fighting episodes successfully. Gestures were good for issuing specific commands such as spell casting, and less good for continuous control of movement compared with other gaze interaction techniques we have developed.
Responding the continuously increasing interest about robotics and autonomous vehicle applications in Oceania from the academics, research and the industry, we decided to deliver more in depth session about our robotics solutions at National Instruments Technical Symposium tour in Australia and New Zealand. In addition to our solutions, we also wanted to back-up our technologies by different user solutions, guest presentations from different areas of robotics and we were also looking to leverage achievements and experiences of our regional partners. After being introduced to the "Big Eye" solution for robotics at the recent A1 Meeting in Austin, we invited our colleagues at NI Korea to be our guest presenters at NITS. Chu Kim also extended the invitation to the Pohang Institute of Intelligent Robotics (PIRO) to present their LabVIEW powered solution for robot aided education at our two biggest NITS locations: Sydney and Melbourne.
The presentation, which featured in our ‘Robotics Showcase’, was delivered by Dr Tae Hun Kang, Research Team Manager of PIRO, and Gio Hwang, Marketing Manager from NI Korea. They presented a robot, known as ‘Big Eye’, a joint initiative between PIRO and NI Korea to provide very intuitive educational tools to tech students on the fundamentals of robotics, along with a guide to develop robotics application in LabVIEW. In addition, potential distributors for the Big Eye solution were invited to attend the session and later meet with PIRO and NI for private discussions at the events. Based on outstanding response from our audience and very good initial discussions with potential distributor in Australia, we believe the ‘Big Eye’ might salute to our students at local Universities in a very near future.
As well as these event and potential distribution successes, having our colleagues from Korea with us in Australia provided an excellent opportunity to exchange ideas, share successes and experiences and trigger ideas for future collaboration. We are looking forward to future partnerships such as this with our colleagues throughout the region.
Thanks to Chu Kim, Gio Hwang and Dr Kang for their enthusiasm, professionalism and support on this initiative.
Istance Designing Gaze Gestures For Gaming An Investigation Of PerformanceKalle
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24 participants that examined performance differences between different gestures. We were able to predict the effect on performance of the numbers of legs in the gesture and the primary direction of eye movement in a gesture. We also report the outcomes of user trials in which 12 experienced gamers used the gaze gesture interface to play World of Warcraft. All participants were able to move around and engage other characters in fighting episodes successfully. Gestures were good for issuing specific commands such as spell casting, and less good for continuous control of movement compared with other gaze interaction techniques we have developed.
Responding the continuously increasing interest about robotics and autonomous vehicle applications in Oceania from the academics, research and the industry, we decided to deliver more in depth session about our robotics solutions at National Instruments Technical Symposium tour in Australia and New Zealand. In addition to our solutions, we also wanted to back-up our technologies by different user solutions, guest presentations from different areas of robotics and we were also looking to leverage achievements and experiences of our regional partners. After being introduced to the "Big Eye" solution for robotics at the recent A1 Meeting in Austin, we invited our colleagues at NI Korea to be our guest presenters at NITS. Chu Kim also extended the invitation to the Pohang Institute of Intelligent Robotics (PIRO) to present their LabVIEW powered solution for robot aided education at our two biggest NITS locations: Sydney and Melbourne.
The presentation, which featured in our ‘Robotics Showcase’, was delivered by Dr Tae Hun Kang, Research Team Manager of PIRO, and Gio Hwang, Marketing Manager from NI Korea. They presented a robot, known as ‘Big Eye’, a joint initiative between PIRO and NI Korea to provide very intuitive educational tools to tech students on the fundamentals of robotics, along with a guide to develop robotics application in LabVIEW. In addition, potential distributors for the Big Eye solution were invited to attend the session and later meet with PIRO and NI for private discussions at the events. Based on outstanding response from our audience and very good initial discussions with potential distributor in Australia, we believe the ‘Big Eye’ might salute to our students at local Universities in a very near future.
As well as these event and potential distribution successes, having our colleagues from Korea with us in Australia provided an excellent opportunity to exchange ideas, share successes and experiences and trigger ideas for future collaboration. We are looking forward to future partnerships such as this with our colleagues throughout the region.
Thanks to Chu Kim, Gio Hwang and Dr Kang for their enthusiasm, professionalism and support on this initiative.
Learn to Use and Use to Learn: Designers as a Tool for Innovative CollaborationKecia J. Waddell Ph.D.
Presented at the 2012 AECT International Convention, Naimah Wade and Kecia Waddell discuss the study that also served as a model of technology application by providing a practical demonstration of how to utilize innovative social tools for learning and virtual collaboration. The benefit of this model is that it can be used inform instructional design decisions and guide the successful integration of technology into the learning strategy. Additional analysis of the data from this original study uncovered to emergent themes: the designer as a tool for innovative collaboration and strategies for navigating the technology learning curve.
*NOTE: SLIDE #3 is a video presentation of the integrative collaborative functions of Google Applications (To view visit - http://youtube.googleapis.com/v/kcOUWjkGBUY)
Lean systems in services industry miba-ahmed m adelAhmed Adel
Lean Systems is described as a managerial philosophy which enhances the value perceived by the customers, by adding product and/or service features and by continuously removing non value added activities (i.e. wastes), which are concealed in any kind of process.
To reduce waste, the lean manufacturing is capitalizing on various tools at its disposal including regular process review.
In particular the five Lean principles proposed , these 5 principles are Define Value, Value stream, Flow, Pull and perfection.
Lean system in services industry presentation ahmed adelAhmed Adel
Lean Systems is described as a managerial philosophy which enhances the value perceived by the customers, by adding product and/or service features and by continuously removing non value added activities (i.e. wastes), which are concealed in any kind of process.
To reduce waste, the lean manufacturing is capitalizing on various tools at its disposal including regular process review.
In particular the five Lean principles proposed , these 5 principles are Define Value, Value stream, Flow, Pull and perfection.
Power of Negotiation (Negotiation Power)Ahmed Adel
Negotiator believes that he has less power than the other party which would be used against him as an advantage and accordingly seeks power to offset that advantage.
Negotiator believes he needs more power than the other party to increase the probability of securing the desired output.
How can Turkcell position for the 21st century? Can it afford to take a leadership role in introducing 3g, the third Generation of mobile phone systems?, How can Turkcell reduce its economic risk if the Turkish lira remains unstable?, What are the strengths and weaknesses of Turkcell?, What are the available threats and opportunities for Turkcell?, What type of marketing campaigns should Turkcell engage in to increase the average monthly minutes used by its subscribers? What type of market segmentation should it try? How can the Turkish mobile phone user be encouraged to spend more time on the mobile phone? Would educational campaigns be helpful?,
The MAD Program : Creating an Ecosystem for Mobile Application DevelopersGerard K M Lim
Creating an Ecosystem For Mobile Application Developers.
MAD Program consist of:
1. MAD Championship
2. MAD Camps
3. MAD Lab
4. MAD Fund
5. Commercialization
I am looking for partners & investors interested to do this MAD Program with me!
Email gerard@genme.com. TQ.
Learn to Use and Use to Learn: Designers as a Tool for Innovative CollaborationKecia J. Waddell Ph.D.
Presented at the 2012 AECT International Convention, Naimah Wade and Kecia Waddell discuss the study that also served as a model of technology application by providing a practical demonstration of how to utilize innovative social tools for learning and virtual collaboration. The benefit of this model is that it can be used inform instructional design decisions and guide the successful integration of technology into the learning strategy. Additional analysis of the data from this original study uncovered to emergent themes: the designer as a tool for innovative collaboration and strategies for navigating the technology learning curve.
*NOTE: SLIDE #3 is a video presentation of the integrative collaborative functions of Google Applications (To view visit - http://youtube.googleapis.com/v/kcOUWjkGBUY)
Lean systems in services industry miba-ahmed m adelAhmed Adel
Lean Systems is described as a managerial philosophy which enhances the value perceived by the customers, by adding product and/or service features and by continuously removing non value added activities (i.e. wastes), which are concealed in any kind of process.
To reduce waste, the lean manufacturing is capitalizing on various tools at its disposal including regular process review.
In particular the five Lean principles proposed , these 5 principles are Define Value, Value stream, Flow, Pull and perfection.
Lean system in services industry presentation ahmed adelAhmed Adel
Lean Systems is described as a managerial philosophy which enhances the value perceived by the customers, by adding product and/or service features and by continuously removing non value added activities (i.e. wastes), which are concealed in any kind of process.
To reduce waste, the lean manufacturing is capitalizing on various tools at its disposal including regular process review.
In particular the five Lean principles proposed , these 5 principles are Define Value, Value stream, Flow, Pull and perfection.
Power of Negotiation (Negotiation Power)Ahmed Adel
Negotiator believes that he has less power than the other party which would be used against him as an advantage and accordingly seeks power to offset that advantage.
Negotiator believes he needs more power than the other party to increase the probability of securing the desired output.
How can Turkcell position for the 21st century? Can it afford to take a leadership role in introducing 3g, the third Generation of mobile phone systems?, How can Turkcell reduce its economic risk if the Turkish lira remains unstable?, What are the strengths and weaknesses of Turkcell?, What are the available threats and opportunities for Turkcell?, What type of marketing campaigns should Turkcell engage in to increase the average monthly minutes used by its subscribers? What type of market segmentation should it try? How can the Turkish mobile phone user be encouraged to spend more time on the mobile phone? Would educational campaigns be helpful?,
The MAD Program : Creating an Ecosystem for Mobile Application DevelopersGerard K M Lim
Creating an Ecosystem For Mobile Application Developers.
MAD Program consist of:
1. MAD Championship
2. MAD Camps
3. MAD Lab
4. MAD Fund
5. Commercialization
I am looking for partners & investors interested to do this MAD Program with me!
Email gerard@genme.com. TQ.
A vision on collaborative computation of things for personalized analysesDaniele Gianni
Presentation delivered at the 3rd IEEE Track on
Collaborative Modeling & Simulation - CoMetS'12.
Please see http://www.sel.uniroma2.it/comets12/ for further details.
Realistic material damage simulation using real-time Finite Element Analysisslgriffith
Simulating, rather than animating, materials in real-time allows simulation designers and developers to deploy
kinetically realistic simulations while reducing development time and cost.
MobileSenegal: Three Years of Lessons of Capacity Building with ImpactChristelle Scharff
MobileSenegal: Three Years of Lessons of Capacity Building with Impact
Presented at the mEducation Alliance International Symposium: Partnering for Scale and Impact, http://www.meducationalliance.org/, September 5-6, Washington DC
This presentation covers the work of MobileSenegal (http://mobilesenegal.org, http://facebook.com/mobilesenegal, @mobilesenegal).
Machine Learning vs. Deep Learning in Mobile App Development: Understanding t...mobulous1
Talking about the artificial intelligence domain, machine learning, and deep learning are basically two of the most common terms which are used. But, it is very important that you know the difference between each of them.
2013 brings about tremendous change in technology, and consumer behavior. Digital strategists and designers must understand the pros and cons of many new tactical decisions they'll make, this year.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
3. What I learned today on Twitter
iPad Studies at Abilene Christian U. Dig Deep
into Learning Outcomes http://bit.ly/q0lNGU
25 percent higher on the transfer learning
assessments
Top 100 Tools for Learning 2011
http://bit.ly/qonXC3 (# 5 Prezi - presentation
software, #11 diigo - social annotation tool)
4. Mobile Phones, Toothbrushes and
Tablets
Americans and Their Cell Phones (PEW Study
August 2011)
53% of American adults own a smartphone
51% of Adults used their handsets at least once
for quick information retrieval in the last month
90% of Americans use their mobile handsets either
for texting or sending pictures
73% of Americans use their handsets for both
5. Mobile Phones, Toothbrushes and
Tablets
Americans and Their Cell Phones (PEW Study
August 2011)
On Average, Americans spend 2.7 hours per day
socializing on their mobile device
42 percent said they used their mobile phones
to help combat boredom
13% of Americans admit to using their cell
phones to prevent unwanted social
interactions
6. Mobile Phones, Toothbrushes and
Tablets
Global Perspective (Digital Buzz August 2011)
Greater than 4 Billion Mobile Devices Worldwide
Almost 1.2 Billion are smartphones
Greater than 3 Billion are SMS Enabled
2.25 Billion Toothbrushes in Use
Worldwide (Hirsh)
10. Mobile MySportsPulse
Science and Math education
combined with sports through
mobile learning
Can be done through SMS,
IVR, email or web browser
Voice recording or video from
sports celebrities
Answer sent back and scored by
automated system
Timed intervals that have
been proven to produce
learning outcomes and
reinforcement
11. Mobile MySportsPulse
Impact/Summary
The numbers, even short-term,
are promising, and point to the
significant impact that MSP can
have on our education system
and society as a whole should the
program vastly broaden its reach
and implementation.
Nearly 97% of students feel
somewhat to very comfortable
using a cell phone for learning.
After completing the program,
16% of participants expressed a
greater interest in math and
science, and sports watching and
sport playing both increased,
94% and 30% respectively.
Media Article and Video of the My
Sports Pulse(tm) Project
http://bit.ly/nsDYbM
14. UCF College of Medicine
Dr. Juan Cendan,
Dean of Simulation
and Clinical Skills,
UCF CoM
Virtual Patients
NIH Grant for AI and CDSS
Pervasive Virtual Family simulation
(online and mobile apps, email alerts, voice mail
from patient actors using Moving Knowledge)
14
15. Changing Learning Landscape
Dramatic Shift in the Workforce
Millennials currently compose roughly 35% of
the US Workforce, and are projected to be
47% of the US workforce by 2014. (Willyerd)
Preferred method of training is Mentoring and
not Instructor-led Training; first generation
ever. (Willyerd)
16. Google Leadership Game
Interactive experience using Moving
Knowledge for leadership, new product launch
and presentation skills
Represents a “gLearning” mashup with 7-8
Google tools- YouTube, Gmail, GoogleDocs,
Moderator, GoogleTalk, etc.
1 Month curriculum created and produced in 3
weeks. 1 year program in 6 weeks. Time and
Cost Efficient
17. Google Leadership Game
Email
SMS
Web
IVR
Moving Knowledge
The Moving Knowledge Engine is able to interface with Multimodal
several modes of communication including Text Messages, Delivery and
Interaction
Email, Interactive Voice Response, and the Internet giving
users the ability to access content from virtually anywhere.
18. Curriculum for gLearning @ Google
The Moving Knowledge engine bridges the gap between Google content and
applications by providing keywords that can be tracked as part of the game engine.
Gmail This allows for statistics to be shown on Leader boards, Curriculum Tracking for
Triggered effective analysis and customized reporting.
Content-Wk1
(1 of 5 ) Week 1
(2 of 5 ) Week 1
(3 of 5 ) Week 1
(4 of 5 ) Week 1
Gmail
Week 2
Triggered
Content-Wk2 Google Apps thru Secure Cloud
Debrief Sessions via
(1 of 5) Week 2 WebEx Virtual Classrooms
(2 of 5) Week 2
(3 of 5) Week 2
(4 of 5) Week 2
Gmail Moving Knowledge
Week 3
Triggered
Content-Wk3
Game Engine
(1 of 5) Week 3 Leader Boards
(2 of 5) Week 3
Curriculum Tracking
(3 of 5) Week 3
(4 of 5) Week 3 Reporting
19. Changing Learning Landscape
Increasing Mobile Workforce
The number of mobile workers accessing
enterprise systems worldwide topped the 1
billion mark in 2010 on the way to 1.2 billion
by 2013, or more than a third of the world’s
workforce. (IDC)
24. Case Study:
Aphra Communications
Global Public Relations
Agency
Team of independent
contractors in the USA,
Mexico, Bolivia,
Argentina and Brazil
Uses OANDA app
(Blackberry) to keep
track of foreign
exchange rates without
having to log on to the
web
Source: Aphra Communications 24
28. Contingency Contracting Simulation
Training simulation for DAU
Uses elements of role
playing and pervasive or
Alternate Reality Gaming
Uses common technologies:
email, phone calls, SMS
Students interact with in-simulation characters
To accommodate small, asynchronous groups
most elements are pre-produced and
delivered through automated system
28
29. Changing Learning Landscape
Gamification
Defined as the use of gameplay mechanics for
non-game applications.
Analysts predict that by 2015, more than 50%
of organizations will gamify their innovation
processes. (Gartner)
By 2014..more than 70% of Global 2000
organizations will have at least one gamified
application… (Gartner)
30. Gamification in the Enterprise
Case Study: Next Jump
Next Jump, the rewards
company created an
internal platform that was
designed to increase the
staff's use of the
company’s gym.
Employees were split into
five teams and the team
that recorded the greatest
amount of exercise time
received a cash based
reward.
http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-
engagement/
31. Gamification in the Enterprise
Case Study: Next Jump
The gamification of going
to the company gym
increased the amount of
staff who exercised from
20% to 70%.
Behavior modification
resulting in about half of
those employed by Next
Jump beginning to exercise
regularly.
http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-
engagement/
32. Best Practices
Keep it Simple, Clear and Easy to Understand,
Yet Dynamic
Key Characteristics:
A Goal
Obstacles
Competition/Collaboration
Tangible/Intangible Incentives
No Enter/Exit Restrictions
Increases Cohesion, Engagement, Ancillary
35. Changing Learning Landscape
Social Gaming
Social games are web-based games that can
be played with other people and include
interactive elements or content that can be
shared online.
The competitive element associated with
sharing achievements publicly has also been a
key driver: the fact that everyone in your social
network can see your score is powerful, as it
has a real-life impact.
36. MyMarriottHotel
Facebook Social Media game
(Multiplayer)
Showcase’s hospitality career
opportunities by running
hotel kitchen (50,000 jobs to
fill worldwide by the end of
the year)
Players create restaurant,
hire staff, buy supplies, direct
incoming orders.
37. MyMarriottHotel
Players earn points for happy
customers…and lose points for
poor service.
Ultimately, players are
rewarded when their operation
turns a profit.
More than 12,000 active users
and more than 270,000 page
views. So far, most active
users are from the United
States, Egypt and India. .
38. SuperNutritionGame.com
Facebook-style mobile social game
Multiplayer, Multiplatform
Teaches the new FDA food pyramid through eating
for energy to perform missions that can get you
enrolled in Superhero school
Proprietary-leading Game Code
Rapid Authoring, Low Cost
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
First Down MarkerHockey
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations. The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users. Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests. They’ll earn points for happy customers…and lose points for poor service. Ultimately, they’ll be rewarded when their operation turns a profit.
With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations. The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users. Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests. They’ll earn points for happy customers…and lose points for poor service. Ultimately, they’ll be rewarded when their operation turns a profit.