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THE CASE FOR 
INTERACTIVE EPUB3 
How Interoperable Networked Learning Objects 
Improve Learning Effectiveness, Just-in-Time 
Performance Support, and Training Programs.
Table of Contents 
• Knowing-Doing Gap 
• Vision 
• Engine of Learning 
– Networked learning objects 
– Distribution platform 
• Interactive ePub3 Demo 
• Questions
RePubIT Team 
John B. Costa - President / CEO 
Michael J. Moon - Partner / Consultant 
Dr. Ian Gibson PhD - Partner / Consultant 
Dr. Atsusi “2C” Hirumi PhD - Key Advisor & Consultant 
Network Partners: Content Development, Production Services, Reading Platform Development. 
Industry Standards Bodies: IEEE, BISG, IDPF (ePub), IMS Global, ADL (xAPI), Edupub 
Advisory Board: Roger Mundell - UDUTU Learning Systems, Inc. 
Tyde Richards - IEEE / ADB & STEM
THE KNOWING-DOING GAP 
SOCIAL LEARNING AND EMPLOYEE ENGAGEMENT
Training & Performance Support 
• Ongoing investment in all companies 
Images ©2014 freedigitalphotos.net
Gap Acceleration 
• 5 Years = 10X change 
means 
– Individuals fall farther behind 
– Become less productive 
– Add less value 
– Become less employable 
– Drain profitability 
• Consequence 
– Less competitive 
– More likely takeover target
We all learn differently 
• At different rates 
• For different reasons 
• One size fits all? 
– Not particularly well 
• “Learning Preferences” 
not learning style 
• Why most training fails
Closing the Knowing-Doing Gap 
• Learning how adults learn 
– Adult learning and ESL 
– Khan/Flipped Classroom 
– Pair programming/agile 
• Demand 
– Innovate learning 
processes 
• Solution 
– Social Learning
Our Vision 
• Mobile 
– Native to tablets and smartphones 
• Social 
– Live help, study buddies, private 
messaging 
• Small chunks 
– 15, 7, and 3 minute learning 
intervals 
• “Network learning objects” 
– Atomic unit of learning 
– Media + Metrics + Real-time 
reporting 
• “Knowledge GPS” 
– Skill attainment validation 
– Next-best thing to learn 
– Enterprise wide dashboard 
• “Gamification” 
– Adult learning best practices 
• Small-group projects 
• Fast feedback cycles 
• Rewards and recognition 
• Badging and leader board 
– Immersive 
• Multimedia sequences 
• Game-like engagement 
• Popup quizzes and assessment 
• Transmediation 
– Curricula disaggregation 
– Reconstituted as networked 
learning object 
– Assembly in mobile native forms
Closing the Gap 
• Problem to solve 
– Effective learning that fits the mobile engagement modes of today’s workers 
• Solution components 
– Articulated knowledge: Procedures, training material, etc. 
– Tacit Knowledge: SME Interviews, practitioner discussions, etc. 
– Knowledge validation: Lean manufacturing of learning intervals 
• Innovation process design 
– Mission and business goals: Training, performance support, employee 
engagement, institutional knowledge 
– Readiness assessment: What works, what is broken/missing, etc. 
– Minimum viable products: Fast-cycle hypothesis-testing 
– Engagement: Bottom-up user feedback
ENGINE OF LEARNING 
NETWORKED LEARNING OBJECTS AND ACTION SETS
Engine of Learning 
• Learning Intervals 
– 15, 7, or 3 minutes 
• Mobile Engagement 
– Action Sets 
• Social Environment 
– Scheduled and ad hoc peer 
mentoring 
• Digital Assets 
– networked learning objects 
• Instrumentation 
– Real-time monitoring of 
micro-learning activities 
• Learning Analytics 
– Skill attainment dashboard 
• Prescriptive Action 
– Suggested next lessons 
– Remedial exercises
Networked Learning Object Benefits 
• Faster time-to-fluency / skill 
attainment 
• Faster training of new and 
replacement staff 
• Documented compliance 
• Performance support 
– Just-in-time learning 
• Faster, lower-cost updates 
– Training material 
– Manuals 
– Corporate publications
ALTERNATIVES 
OPTIONS FOR IMPROVING TRAINING AND 
PERFORMANCE SUPPORT
Easy Options 
• Do nothing, wait for 
retirement 
• Form a committee to 
study how to research 
the issue. 
• Insinuate that 
someone else form/ 
lead a taskforce. 
• Buy an LMS and use 
technology in place of 
a “baked” strategy 
• Hire expert training 
consultancy to 
parachute a solution 
into the organization. 
• Fumble forward in DIY 
mode.
Four Essential Items to Address 
• Business needs skilled workers for innovation 
• Employees need to close personal “Knowing- 
Doing Gap” 
• Align business protocols, performance support 
and employee engagement. 
• Provide common cloud based platform & related 
mobile learning material
• Learning, Performance support, 
and Personal Development 
• Smartphones & Tablets 
• Mobile “ePub3” 
• Immersive 
• Interactive 
• Measurable 
Images ©2014 freedigitalphotos.net 
A Common Platform
Social Learning Environments 
• Self-directed study 
• Instant help / coaching 
• Small-group study circles 
• Scheduled 1-on-1 mentoring 
• Managed networked learning objects 
• Skill-attainment tracking and feedback 
Images ©2014 freedigitalphotos.net
This Will It Take? 
• Assessment 
• Planning 
• Coordination 
• Development 
• Testing
What can RePubIT do to help? 
• Executive Briefings / Workshops 
• Readiness Assessment 
• Instructional Design
What can RePubIT do to help? 
• ePub3 Prototype & Production 
• Learning Analytics / Metadata 
• Content Development
What can RePubIT do to help? 
• Distribution / DRM 
• Integration 
• R&D / Standards Dev
Demonstration 
• Case for Interactive ePub3 
– http://bit.ly/RPDemo1 
• mLearnCon 2014 - ePub3 Experience xAPI Demo 
– http://vimeo.com/100840802
Thank You! Questions? 
Michael J. Moon 
Partner – RePubIT LLC / 
CEO – Gistics, Inc 
Oakland, CA 94618 USA 
+1 510 450-9999 
moon@gistics.com 
John B. Costa 
CEO – RePubIT LLC 
Sanford, FL 32771 USA 
+1 321 262-3626 
jbcosta@repubit.com 
www.linkedin.com/in/johnbcosta1 
www.repubit.com

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RePubIT - Interactive ePub3 & Analytics

  • 1. THE CASE FOR INTERACTIVE EPUB3 How Interoperable Networked Learning Objects Improve Learning Effectiveness, Just-in-Time Performance Support, and Training Programs.
  • 2. Table of Contents • Knowing-Doing Gap • Vision • Engine of Learning – Networked learning objects – Distribution platform • Interactive ePub3 Demo • Questions
  • 3. RePubIT Team John B. Costa - President / CEO Michael J. Moon - Partner / Consultant Dr. Ian Gibson PhD - Partner / Consultant Dr. Atsusi “2C” Hirumi PhD - Key Advisor & Consultant Network Partners: Content Development, Production Services, Reading Platform Development. Industry Standards Bodies: IEEE, BISG, IDPF (ePub), IMS Global, ADL (xAPI), Edupub Advisory Board: Roger Mundell - UDUTU Learning Systems, Inc. Tyde Richards - IEEE / ADB & STEM
  • 4. THE KNOWING-DOING GAP SOCIAL LEARNING AND EMPLOYEE ENGAGEMENT
  • 5. Training & Performance Support • Ongoing investment in all companies Images ©2014 freedigitalphotos.net
  • 6. Gap Acceleration • 5 Years = 10X change means – Individuals fall farther behind – Become less productive – Add less value – Become less employable – Drain profitability • Consequence – Less competitive – More likely takeover target
  • 7. We all learn differently • At different rates • For different reasons • One size fits all? – Not particularly well • “Learning Preferences” not learning style • Why most training fails
  • 8. Closing the Knowing-Doing Gap • Learning how adults learn – Adult learning and ESL – Khan/Flipped Classroom – Pair programming/agile • Demand – Innovate learning processes • Solution – Social Learning
  • 9. Our Vision • Mobile – Native to tablets and smartphones • Social – Live help, study buddies, private messaging • Small chunks – 15, 7, and 3 minute learning intervals • “Network learning objects” – Atomic unit of learning – Media + Metrics + Real-time reporting • “Knowledge GPS” – Skill attainment validation – Next-best thing to learn – Enterprise wide dashboard • “Gamification” – Adult learning best practices • Small-group projects • Fast feedback cycles • Rewards and recognition • Badging and leader board – Immersive • Multimedia sequences • Game-like engagement • Popup quizzes and assessment • Transmediation – Curricula disaggregation – Reconstituted as networked learning object – Assembly in mobile native forms
  • 10. Closing the Gap • Problem to solve – Effective learning that fits the mobile engagement modes of today’s workers • Solution components – Articulated knowledge: Procedures, training material, etc. – Tacit Knowledge: SME Interviews, practitioner discussions, etc. – Knowledge validation: Lean manufacturing of learning intervals • Innovation process design – Mission and business goals: Training, performance support, employee engagement, institutional knowledge – Readiness assessment: What works, what is broken/missing, etc. – Minimum viable products: Fast-cycle hypothesis-testing – Engagement: Bottom-up user feedback
  • 11. ENGINE OF LEARNING NETWORKED LEARNING OBJECTS AND ACTION SETS
  • 12. Engine of Learning • Learning Intervals – 15, 7, or 3 minutes • Mobile Engagement – Action Sets • Social Environment – Scheduled and ad hoc peer mentoring • Digital Assets – networked learning objects • Instrumentation – Real-time monitoring of micro-learning activities • Learning Analytics – Skill attainment dashboard • Prescriptive Action – Suggested next lessons – Remedial exercises
  • 13. Networked Learning Object Benefits • Faster time-to-fluency / skill attainment • Faster training of new and replacement staff • Documented compliance • Performance support – Just-in-time learning • Faster, lower-cost updates – Training material – Manuals – Corporate publications
  • 14. ALTERNATIVES OPTIONS FOR IMPROVING TRAINING AND PERFORMANCE SUPPORT
  • 15. Easy Options • Do nothing, wait for retirement • Form a committee to study how to research the issue. • Insinuate that someone else form/ lead a taskforce. • Buy an LMS and use technology in place of a “baked” strategy • Hire expert training consultancy to parachute a solution into the organization. • Fumble forward in DIY mode.
  • 16. Four Essential Items to Address • Business needs skilled workers for innovation • Employees need to close personal “Knowing- Doing Gap” • Align business protocols, performance support and employee engagement. • Provide common cloud based platform & related mobile learning material
  • 17. • Learning, Performance support, and Personal Development • Smartphones & Tablets • Mobile “ePub3” • Immersive • Interactive • Measurable Images ©2014 freedigitalphotos.net A Common Platform
  • 18. Social Learning Environments • Self-directed study • Instant help / coaching • Small-group study circles • Scheduled 1-on-1 mentoring • Managed networked learning objects • Skill-attainment tracking and feedback Images ©2014 freedigitalphotos.net
  • 19. This Will It Take? • Assessment • Planning • Coordination • Development • Testing
  • 20. What can RePubIT do to help? • Executive Briefings / Workshops • Readiness Assessment • Instructional Design
  • 21. What can RePubIT do to help? • ePub3 Prototype & Production • Learning Analytics / Metadata • Content Development
  • 22. What can RePubIT do to help? • Distribution / DRM • Integration • R&D / Standards Dev
  • 23. Demonstration • Case for Interactive ePub3 – http://bit.ly/RPDemo1 • mLearnCon 2014 - ePub3 Experience xAPI Demo – http://vimeo.com/100840802
  • 24. Thank You! Questions? Michael J. Moon Partner – RePubIT LLC / CEO – Gistics, Inc Oakland, CA 94618 USA +1 510 450-9999 moon@gistics.com John B. Costa CEO – RePubIT LLC Sanford, FL 32771 USA +1 321 262-3626 jbcosta@repubit.com www.linkedin.com/in/johnbcosta1 www.repubit.com