Navigating the Learning Technology Maze: Social, Mobile and Games into your learning strategy

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Social, Mobile and Games - oh my! In this session, I addressed the challenges of incorporating these models into elearning programs and strategies.

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T A L E N T I N T E L L I G E N C E K N O W S .

NAV

IGATIN

G TH

E TECHNOLO

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MAZE

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bi l e

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s

David WilkinsVP, Taleo Researchdwilkinsnh on the social web

2

LEARNING TECHNOLOGY PAST, PRESENT, AND FUTURE

Classroom

VirtualClassroom

LMS

SoftwareSimulation

RapideLearning

LCMS

EPSSKMS

Podcasting

Blogs

Wikis

CoP

Com

ple

xit

y o

f In

terv

en

tion

= relative corporate adoption in 2010

= relative growth over last few years, deep green is most growth

= expert-driven or UGC

KE

Y

1990’s 2000’s

SL

3

LEARNING TECHNOLOGY PAST, PRESENT

Classroom

VirtualClassroom

LMS

SoftwareSimulation

RapideLearning

LCMS

EPSSKMS

Podcasting

Blogs

Wikis

CoP

Com

ple

xit

y o

f In

terv

en

tion

= relative corporate adoption in 2010

= relative growth over last few years, deep green is most growth

= expert-driven or UGC

KE

Y

1990’s 2000’s

SLGaming

Mobile

WHY SOCIAL?

Model

Time 1900’s 1900’s 2000

WHY SOCIAL?

Model

Time

1 : 1

1900’s

WHY SOCIAL?

Model

Time

1 : 1 1 : Many

1900’s 1900’s

WHY SOCIAL?

Model

Time

1 : 1 1 : Many Many : Many

1900’s 1900’s 2000

8

WHY MOBILE?

9

WHY MOBILE?

› 43% of U.S. adults say that they’d be willing to give up beer for a month if it meant they could keep accessing the Internet on their smartphones. 36% said they’d be willing to give up chocolate. Google/OTX, The Mobile Movement, U.S, Apr 2011

› Apple sold more iPads in Q4 of 2011 than the total PC’s sold by any single PC manufacturer.iPad Sales Topped PC’s in 4th Quarter, Wall St. Cheat Sheet

› On average, Americans spend 2.7 hours per day socializing on mobile devices. That is twice the time spent eating, and 1/3 the time spent sleeping.Mobile by the Numbers, Mashable

10

WHY MOBILE?

11

WHY MOBILE?

12

By 2015, four regions of the world will have more

people with mobile broadband access than

home electricity (Sub-Saharan Africa, Southeast

Asia, South Asia, and the Middle East)

WHY MOBILE?

2010 1Bmobile workers

By 2013 1.2Bmobile workers

Mobile network connection speeds

DOUBLED in 2010

3x the size of internet in 200075% of US workers

Mobile data traffic in 2010?

WHY MOBILE?

15

WHY GAMES?

Online gaming market is worth $15 BILLION.

19

WHY GAMES?

False AssumptionsGames are for kids?Games are for men?Games are childish?Games don’t teach?

Check your premises.

20

WHY GAMES?

› Main problem with most corporate training?

› It’s TRAINING!

› Flat, boring, text-heavy

› Faux motivation

› Games?

› Intrinsic motivation

› Reward & competition

› Social & FUN!

21

WHY GAMES?

› Main problem with most corporate training?

› It’s TRAINING!

› Flat, boring, text-heavy

› Faux motivation

› Games?

› Intrinsic motivation

› Reward & competition

› Social & FUN!

22

WHY GAMES?

23

WHY GAMES?

“I worked for two years to make these enzymes better and I

couldn’t do it,” says Justin Siegel, a post-doctoral researcher

working in biophysics in Baker’s group. “Foldit players were

able to make a large jump in structural space and I still don’t

fully understand how they did it.”

24

WHEN & WHY?

25

USE CASES FOR SOCIAL: WHEN AND WHY?

› Scale vs. scope

› Speed vs. accuracy

› Authenticity vs. polish

› Real world vs. theory / corp perpsective

› Continuous vs. episodic

› Empowered / respected vs. dependent / ignored

› Two way vs. one way

› Cultural currency vs. anachronistic

SHOUT OUT!

26

USE CASES FOR *NOT* SOCIAL: WHY NOT?

› Data privacy, personal or personnel

› Data privacy, subject matter

› Legal hairballs

› Compliance and regulatory hairballs

› Security issues

› Known best practices

› Known laws, legal precedent, regulations, rules…

› Highly repeatable, long shelf life

› Scaffolding and prerequisites, involving practice and assessment

SHOUT OUT!

TYPING YOUR LEARNING NEEDS

The Social Enterprise Blog

Emergent, Collaborative, Codified

“REAL WORLD” LEARNING

Three Learning Paradigms

HOW DO THESE STRATEGIES DRIVE INTERVENTIONS?

Codified

• Custom courses

• Off-the-shelf courses

• Curriculum

• Certifications

• Virtual Classroom

• Simulations

• Serious Games

• Instructor-led Training

• Job Aids

• Blogs**

• Forms

• Corporate Directories

Collaborative

• Course authoring*

• Virtual classroom*

• Blogs

• Discussions

• Video, audio

• Wikis, Wiki-pages

• Tagging

• Saved chat and IM

• FAQ / Ask an Expert

• Comments

• Q&A

• Social profiles

• Rating and reviews

Emergent

• Discussions

• List Servs

• Wikis

• UGC media – video, podcasts, slides…

• Idea Sharing

• Comments

• Ratings and reviews

• FAQ / Ask an Expert

• Searching Profiles

• Tag Clouds

• Social bookmarking

• IM, Chat

• Shared Spaces

THIS

IS NOT THE SAME AS

THIS

ONE FINAL POINT ON SOCIAL MODELS

32

USE CASES FOR MOBILE: WHEN AND WHY?

› Workers are “on the road”… duh! ; )

› Stolen moments of time

› Reference / refresher

– Checklists

– Review

– Assessment

› Actual training

› GPS / Audio / Video / Motion / Augmented Reality

SHOUT OUT!

33

USE CASES FOR *NOT* MOBILE: WHY NOT?

› Affordances – tablets vs. phones

› Sensitive information

› Flash support

› Device support

SHOUT OUT!

34

USE CASES FOR GAMES: WHEN AND WHY?

SHOUT OUT!

35

USE CASES FOR *NOT* GAMES: WHY NOT?

SHOUT OUT!

36

SOCIAL: GETTING STARTED

THIS IS A PROCESS AND CULTURE CHANGENOT A TECHNOLOGY CHANGE

1.

THINK LIKE A GAME DESIGNER:REWARD, FEEDBACK, RECOGNITION2.

THINK LIKE A COMMUNITY MANAGER:BARN BUILDING, PROGRAMMING, SEEDING

3.

DON’T ADD TO YOUR TEAM’S BURDEN:RETHINK PROCESS: “INSTEAD” NOT “AND”

4.

FOCUS YOUR ENERGY:START SMALL, ACHIEVE CRITICAL MASS

5.

42

QUESTIONS?

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