RePubIT is a innovational prototyping design studio for mobile and social learning technology focused on revolutionizing adult learning and talent development, stoking the innovative process in our global corporate landscape. Our executives have published several books on the cognitive process with educational technology, and sit on a variety of specification standards committees (IDPF, IEEE, EduPub, BISG...) driving the transition to and enrichment of interactive ebook based mobile learning.
This presentation demonstrates the use of standard SCORM / xAPI experiential learning analytic techniques, applied to the industry standard ePub3 interactive eBook format. This breakthrough allows learners to collect important data about their learning experience with an open direct channel to a trainer or mentor regardless of time-of-day or locale. The dashboard and data automation benefits employees and employer alike, summarizing skill mastery, compliance, interdepartmental knowledge exchange, recognition, personal satisfaction, and a sense of corporate mission.
RePubIT enables both socialization and mobilization of learning content that is disaggregated into small, cognitive learning objects giving corporate teams the exact information and knowledge they need, when they need it.
In a workplace rich with "smart" mobile devices it is a logical transition to redesign corporate training, process, and methodology documentation to meet the coming demand for mobile, just-in-time knowledge exchange. RePubIT experts support corporate learning organizations at all stages of transition with executive briefings, technical workshops, readiness assessment, prototype and production development services.
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
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
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
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