3. E-LEARNING TODAY – HOW DO WE DEFINE THAT ?
Online
MOOC Pedagogy
Digital
Learning
Researchers have different definition on
Learning .There is a host of learning
pseudonyms “ today , One defines it as
appropriate application of the Internet
to support the delivery of learning,
skills and knowledge in a holistic
approach not limited to any particular
courses, technologies, or
infrastructures”
4. LEARNING – WHAT ARE THE GAPS ?
More than 1 in 6 U.S. teens are
unable to make even simple
decisions about everyday
spending, and only 1 in 10 can
solve complex financial tasks.
Most student lack critical
problem solving and analytic
thinking.
Source-OECD
"Today's students are part of
a technology-savvy
generation, but they are
often still at loss when it
comes to using their critical
thinking and problem solving
skills in a digital environment;
“
Source - Electronic Testing Services
There is too much focus on
development of cognitive skills
which can be tested than on
development of social skills
Source – James Heckman , Nobel
Laureate
World Statistics
More than 27 million teachers will need to
be recruited to ensure every child’s right
to a primary education by 2030.
Source UIS UNESCO
United States
In 2010, the U.S. spent 39 percent more per full-time
student for elementary and secondary education
than the average for other countries
Source -Organization for Economic Cooperation and
Development
45% of US employers say lack of
skills is the “main reason” for
entry-level vacancies
Source – McKinsey Report ,
5. RESEARCH – SOLUTION APPROACHES
Online competency-based curriculum breaking free of
the constraints of the “course” as the educational unit,
competencies lead to a more transparent system that
highlights student-learning outcomes.
Source Harvard Business Review – The Real revolution in Online
Education isn’t MOOCS
There are important
competencies that all children
and youth should master no
matter where they live in the
world.
Source UNESCO Institute of
statistics
Early Involvement with children
Research has shown that the early years in a child’s
life—when the human brain is forming—represent a
critically important window of opportunity to
develop a child’s full potential and shape key
academic, social, and cognitive skills that determine
a child’s success in school and in life.
Source Whitehouse.gov
6. THE CURRENT INDUSTRY STATE
Forbes states that based on research , e-learning or online learning industry
is poised to be a USD 107 billion market in 2015 . Some of the MOOC
(Massive Open Online Course )big players using tradition learning
management system(LMS) . Forbes also reports that 61% LMS are also on a
roadmap to be replaced .There is a larger focus on college MOOCS versus
school based learning.
Gartner based research(Cool Vendors in Education , 2014) finds that
learning needs to be adaptive especially digitized learning which needs to
include 3D based learning , and also enhance SEL as part of learning
process. A credential process in learning has still not evolved ,where the
holistic or modular approach represents all formal to casual learning
Learning content needs to be accredited .There is a vast amount of content
, learning games etc in the web and internet but it is not monitored or
analyzed over time as to what the outcomes are 6
7. LEARNROLL TARGET AREAS
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1. Critical Thinking – Able to identify strengths and weakness , alternative solutions , conclusion
and
approaches to probems
2. Problem Solving – Develop and evaluate options , strategies and implement solutions
3. Decision Making – Develop opinions , choose guidance , cost and benefits of options and
their tradeoffs
3. Communication -fundamental strategies with basic guidelines and rules for business writing,
reading,
and presentation
• Active Listening
• Presentation skills
• Leadership
• Entrepreneurship
5. Social and Emotional skills – integrity , Negotiation , Self management , Organizational ,
Resilence ,
6. Numeracy and Financial skills in everyday life
8. THE BUILDING BLOCKS
8
MODE
- DISCOVER
- CHALLENGE
- MENTOR
REWARDS
- BADGES
- HONOR ROLL
- LEADERBOARDS
AVATARS
- LEARNERS
- CHALLENGERS
- MENTORS
- INFLUENCERS
SKILLS AND COMPETENCY
- PROBLEM SOLVING
- CRITICAL THINKING
- SOCIAL AND EMOTIONAL
- COMMUNICATION
- OTHERS
Components Platform
Learning
SaaS
Cloud
Based
PC and
Mobile
3D/VR
Framework
LEARN
- Discover
-Mentor
Challenge
ASSESS
- Projects
-Moods
REWARD
-Badges
-Rewards
MEASURE
-Strength
Risk
ANALYZE
-Goals
-Mode
-Needs
9. LEARNROLL – MISSION AND GOALS
Not another LMS ?.
No we don’t replace schools or alternative to distance or home based learning ..
Target Audience– Children, Parent , Teacher , Mentors , Collaborators . Be different Avatars.
Competency based Learning vs Age or Grade based learning , Be competent to go to the
next level like a game .
Social and Emotional Skills (SEL) Learning .Rewards similar to academic achievements.
Content– Most learners , teachers like to create own content. Get content from real life world.
Learner Analytics – Analytics that help you improve your own learning outcomes .
Learner Badges – Get accessed and earn accomplishments for all kinds of learning.
Learner Projects - Create , Innovate or Influence . Projects that are real problem scenarios.
10. INNOVATION EXAMPLES -IN LEARNING AND EDUCATION
Wild Kratts - http://pbskids.org/wildkratts/ . This is a personal favorite of my daughter(6 years) .
It teaches interesting animal and wildlife facts in a humorous and fun way using games , simulations
IfYouCan - http://www.ifyoucan.org/ This is a interesting concept using games to teach SEL more
aimed at
children 6 to 12 years of age.
ZSpace – The use of virtual reality and 3D in education which research has found to be a a potential
tool for
next generation learning http://edu.zspace.com/
TriviaCrack – 100 million download app on the mobile .Gameplay for Android , IPad and IPhones
which can
be played mostly by teenagers(Personal favorite of my 14 year old) with short attention span and
seek variety.
Peacemaker – Simulation and real world news and issues make decisions in game based
environment