The 4th Annual eLearning Innovators Conference & Expo (ELICE), an international conference for mobile educators, researchers, innovators & leaders, was held between 12th-16th September at KICD in Nairobi. This year's event attracted over 300 delegates during the five day event.
The 2016 theme, Powering Growth, saw us kick off conversations about mobile learning, competency based learning and digital literacy. From key notes - on gamification in learning, collaboratively building capacity for financial inclusion and using big data to empower decision making and M&E - to workshops and a networking mixer; the conference was a great opportunity to discover and discuss trends in the industry, network and build potential partnerships.
Mt everest elice e learing innovation & gamification sept15
1. Empowerment - Growth - Mobility
Mount Everest > eLearning Innovation > Gamification
“Make Mount Everest Your Stepping Stone”
Professor Erwin E. Sniedzins
September 12 – 16, 2016
2. From the unknown to knowing
Arises a vision and than a passion
To find the cause & than a cure
How, when and is it possible?
To find the courage to begin
The steps needed to move from here
And 3 years later to be standing there
Sarah in Australia:
The Climb for Hope - 1991
Mount Everest Expedition
Mount Everest – 8848 m or 29,028 feet
3. What is “The Climb for Hope” ?
– 1991 Mount Everest Expedition
4.
5. When you climb 1 mountain you will
find all the other ones are not as high
If the mountain is to BIG break it
down into smaller stones!
6. National ‘Everfitness’ Board Game Celebrities
10,112 schools
1.8 Millions
students
$1.3 Million
raised
Numerous
celebrities
National media
Rett Syndrome
cause found
Mrs. Raisa Gorbachev,
Soviet Leader’s wife
Sir Peter Ustinov
Mrs. Mila Mulroney,
Prime Minister’s wife
Sir Edmund Hillary
7. When you start a journey it will
open up other opportunities!
8. Mt. Kilimanjaro = Parental development
Mt. Everest = Educational development
Parental + Educational Foundational Challenges
9. 1. Music :
2. Language:
3. Art:
4. Expert :
5. Support:
6. Names:
6 - Foundational Steps for Empowerment
Parents lay the foundations for success!
10. KNOWLEDGE for Empowerment
Growth through transformation of
“information into Knowledge” (iiK)
There are four main steps to learning:
1. Data – seeing patterns, hearing, guessing
2. Information- know vs don’t know
3. Knowledge
4. Creativity
*Entrepreneurship
Educators - Teachers
16. Turning Information into Knowledge = iiK
15,400 hours personal investment (K-12)
13.9 Million grade from K to 12 student = Kenya Future Productivity
17. SYNTALITY™
Rongbuk Monastery Monks using Cadence
How do people learn?
Syntality = “An holistic approach to
Accelerated Learning by actively doing!”
(Active vs Passive (Rote) learning
Classroom training
300% faster with 80% or better retention
Canadian National Research Council
Developed an AI engine for accelerated
eLearning gamification of any content in
Real-Time
18. 1 Billion students and 300 Million DO NOT finish high school!
1 Billion people studying English and it takes at least 300 hours to learn 1 level? Canadian
Language Benchmark has 12 levels!
3.9 Billion Service/Industry workers and ~0.5 Billion unemployed?
People will average 10.8 different jobs in their lifetime!
Imagine if each person had their own personalized Artificial Intelligent Engine that enables
them to handle this onslaught of information; whether in school, office or life: 32% better, 3
times faster with 80% retention over traditional learning methods!
Gamification taps into people's natural desires for Competition, Achievement,
Status, Community Collaboration, and many more.
WHY THE NEED FOR GAMIFICATION?
20. Features: Users can simply import, in various formats (i.e. word document, RTF,
html, etc) textual content they want or need to learn and the Gamification Knowledge
Generator™ application tools will automatically create interactive subject based
learning or skills training lessons, tests and subsequently, scores and marks all in real-
time. From 1 page of content over 1000 different exercises will be generated.
Newspaper
Favorite Topics
Oil and Gas Content
School Curriculum/
Company Training
Internet download
Text Books
21. GROWTH and MOBILITY FOR FUTURE PRODUCTIVITY
19,000 hours + 93,000 hours = 102,000 hours
personal investment + productivity = earnings for a lifestyle
22. 1. -Save
2. -Make
• What can you do?
AN EMPLOYER WILL ONLY HIRE YOU FOR 2REASONS!
5 to 10 x ROI
23. 1. – Product = 400 Million people
2. – Service = 3.9 Billion people
• What do YOU want to do?
about 93,000 working hours
personal investment + productivity = earnings for a lifestyle
THERE ARE ONLY 2WAYS THAT YOU CAN MAKE MONEY!
25. .
WHAT ARE THE 6 THINGS YOU NEED TO DO TO BE SUCCESSFUL?
1. – Play a musical instrument
4. – Become an expert in a – STEM subject
– Invest in yourself: You have 1000 minutes per day and will
spend 19,000 hours to get a degree
– use 10% to achieve your goals - daily
– Write your goals: they must be realistic,
measurable, specific
5. – Develop a network of supporters
6. – Associate with people that have a bigger
list & dreams and remember their names.
– Create a list of 100+ things you want to do
before you die
– it must be written down on paper
2. – Learn a Second Language (Chineses)
3. – Learn how to draw
26. Prof. Erwin E. Sniedzins, President
Mount Knowledge Inc
2300 Yonge St. Suite 1600
Toronto, ON M4P 1E4
Websites: www.mountknowledge.ca
www.erwinsniedzins.ca
www.enwaste.info
Email: esniedzins@gmail.com
LinkedIn: /erwinsniedzins
Twitter:/sniedzins
Facebook:/erwin.sniedzins
Skype: sniedzins88
“Make Mt. Everest Your Stepping Stone” excerpts
Kenya Govt web site encourages entrepreneurship – Time mgmt., Pareto Rule, Sales
Int’l Space Station ~330 Km (220 Mi) above earth at 27.7 Km (17.2 Mi) per hr and 15.7 trips per day.
Exabyte=10(16) The human brain can store about a Petabyte =10(15) of data Zettrabyte=10(17) & in 2008 Americans consumed 3.6ZB of info
Instructivism is direct instruction by a teacher employing objectives and lesson plans related to an overall curriculum guide in order to teach specific content, customarily using the lecture method.
Knowledge is in possession of the teacher.
There is explicit teaching of an agreed body of knowledge.
Implications for planning and teaching
The teacher organises learning objectives and content beforehand. Material and skills are predetermined and defined in advance of learning
Material is delivered by the teacher, skills and material are learnt by the student
Students are assessed by their ability to remember the material or practise the skill
Instructivism is direct instruction by a teacher employing objectives and lesson plans related to an overall curriculum guide in order to teach specific content, customarily using the lecture method.
Knowledge is in possession of the teacher.
There is explicit teaching of an agreed body of knowledge.
Implications for planning and teaching
The teacher organises learning objectives and content beforehand. Material and skills are predetermined and defined in advance of learning
Material is delivered by the teacher, skills and material are learnt by the student
Students are assessed by their ability to remember the material or practise the skill
3.4 Billion web pages – YOU Can ONLY read 1 page at a time!
30 hr per week x 10 months = 1200 hr per yr x 16 yrs = ~ 19200 hrs for a BA; Retirement age ~60 yrs;
Gamification is the techniques used to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around people's natural desires for Competition, Achievement, Status, Altruism, Community Collaboration, and many more.
3.4 Billion web pages – YOU Can ONLY read 1 page at a time!
13.9 M 6 grade to 12 grade; 3.8 M age 20 to 24 for BA/MA
13.3 M workers-12 M informal (agriculture) 1.3 formal
45 Million 2014 Population; average life expectance is 64; 9.7 Million students; workforce 13.3 Workers (12 Million informal)