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David Wilkins
VP, Taleo Research
dwilkinsnh on the social web
LEARNING TECHNOLOGY PAST, PRESENT, AND FUTURE

                                                                               LCMS                            SL
    Complexity of Intervention



                                                                                              EPSS
                                                                                              KMS

                                                  LMS
                                                                       Virtual
                                                                                                     CoP
                                                                     Classroom
                                                                                         Software
                                                                                        Simulation
                                    Classroom                                                                              Podcasting
                                                                                                                 Rapid
                                                                                                               eLearning
                                                                                                                                Wikis
                                                                                                           Blogs




                                                                  1990’s                                   2000’s
                 KEY




                                       = relative corporate adoption in 2010               = expert-driven or UGC
2
                                       = relative growth over last few years, deep green is most growth
LEARNING TECHNOLOGY PAST, PRESENT
                                                                                                                                    Gaming
                                                                               LCMS                            SL
    Complexity of Intervention



                                                                                              EPSS
                                                                                              KMS

                                                  LMS
                                                                       Virtual                                                Mobile
                                                                                                     CoP
                                                                     Classroom
                                                                                         Software
                                                                                        Simulation
                                    Classroom                                                                              Podcasting
                                                                                                                 Rapid
                                                                                                               eLearning
                                                                                                                                Wikis
                                                                                                           Blogs




                                                                  1990’s                                   2000’s
                 KEY




                                       = relative corporate adoption in 2010               = expert-driven or UGC
3
                                       = relative growth over last few years, deep green is most growth
WHY SOCIAL?




Model



Time     1900’s   1900’s   2000 
WHY SOCIAL?




         1:1


Model



Time     1900’s
WHY SOCIAL?




         1:1       1 : Many


Model



Time     1900’s    1900’s
WHY SOCIAL?




         1:1       1 : Many   Many : Many


Model



Time     1900’s    1900’s       2000 
WHY MOBILE?




8
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



9
WHY MOBILE?




10
WHY MOBILE?




11
WHY MOBILE?




12
WHY MOBILE?




2010 1B
mobile workers


By 2013 1.2B
mobile workers

                         Mobile data traffic in 2010?
75% of US workers   3x   the size of internet in 2000

                    Mobile network connection speeds

                    DOUBLED in 2010
WHY GAMES?




14
WHY GAMES?




15
WHY GAMES?




16
WHY GAMES?




17
WHY GAMES?




18
WHY GAMES?

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

                  Check your premises.




19
WHY GAMES?


     › Main problem with most
       corporate training?
     › It’s TRAINING!
     › Flat, boring, text-heavy
     › Faux motivation


     › Games?
     › Intrinsic motivation
     › Reward & competition
     › Social & FUN!


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?




22
WHY GAMES?




23
WHEN & WHY?




24
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




25
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


26
TYPING YOUR LEARNING NEEDS


            Emergent, Collaborative, Codified




                The Social Enterprise Blog
“REAL WORLD” LEARNING
Three Learning Paradigms
HOW DO THESE STRATEGIES DRIVE INTERVENTIONS?

          Codified                 Collaborative               Emergent

 •   Custom courses          •   Course authoring*     •   Discussions
 •   Off-the-shelf courses   •   Virtual classroom*    •   List Servs
 •   Curriculum              •   Blogs                 •   Wikis
 •   Certifications          •   Discussions           •   UGC media – video,
 •   Virtual Classroom       •   Video, audio              podcasts, slides…
 •   Simulations             •   Wikis, Wiki-pages     •   Idea Sharing
 •   Serious Games           •   Tagging               •   Comments
 •   Instructor-led          •   Saved chat and IM     •   Ratings and reviews
     Training                •   FAQ / Ask an Expert   •   FAQ / Ask an Expert
 •   Job Aids                •   Comments              •   Searching Profiles
 •   Blogs**                 •   Q&A                   •   Tag Clouds
 •   Forms                   •   Social profiles       •   Social bookmarking
 •   Corporate               •   Rating and reviews    •   IM, Chat
     Directories                                       •   Shared Spaces
ONE FINAL POINT ON SOCIAL MODELS
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




32
USE CASES FOR *NOT* MOBILE: WHY NOT?


     › Affordances – tablets vs. phones
     › Sensitive information
     › Flash support
     › Device support




33
USE CASES FOR GAMES: WHEN AND WHY?




34
USE CASES FOR *NOT* GAMES: WHY NOT?




35
SOCIAL: GETTING STARTED




36
THIS IS A PROCESS AND CULTURE CHANGE
1.   NOT A TECHNOLOGY CHANGE
THINK LIKE A GAME DESIGNER:
2.   REWARD, FEEDBACK, RECOGNITION
THINK LIKE A COMMUNITY MANAGER:
3.   BARN BUILDING, PROGRAMMING, SEEDING
DON’T ADD TO YOUR TEAM’S BURDEN:
4.   RETHINK PROCESS: “INSTEAD” NOT “AND”
FOCUS YOUR ENERGY:
5.   START SMALL, ACHIEVE CRITICAL MASS
QUESTIONS?




42

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

  • 1. David Wilkins VP, Taleo Research dwilkinsnh on the social web
  • 2. LEARNING TECHNOLOGY PAST, PRESENT, AND FUTURE LCMS SL Complexity of Intervention EPSS KMS LMS Virtual CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC 2 = relative growth over last few years, deep green is most growth
  • 3. LEARNING TECHNOLOGY PAST, PRESENT Gaming LCMS SL Complexity of Intervention EPSS KMS LMS Virtual Mobile CoP Classroom Software Simulation Classroom Podcasting Rapid eLearning Wikis Blogs 1990’s 2000’s KEY = relative corporate adoption in 2010 = expert-driven or UGC 3 = relative growth over last few years, deep green is most growth
  • 4. WHY SOCIAL? Model Time  1900’s 1900’s 2000 
  • 5. WHY SOCIAL? 1:1 Model Time  1900’s
  • 6. WHY SOCIAL? 1:1 1 : Many Model Time  1900’s 1900’s
  • 7. WHY SOCIAL? 1:1 1 : Many Many : Many Model Time  1900’s 1900’s 2000 
  • 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 9
  • 13. WHY MOBILE? 2010 1B mobile workers By 2013 1.2B mobile workers Mobile data traffic in 2010? 75% of US workers 3x the size of internet in 2000 Mobile network connection speeds DOUBLED in 2010
  • 19. WHY GAMES? False Assumptions Games are for kids? Games are for men? Games are childish? Games don’t teach? Check your premises. 19
  • 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! 20
  • 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! 21
  • 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 25
  • 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 26
  • 27. TYPING YOUR LEARNING NEEDS Emergent, Collaborative, Codified The Social Enterprise Blog
  • 30. HOW DO THESE STRATEGIES DRIVE INTERVENTIONS? Codified Collaborative Emergent • Custom courses • Course authoring* • Discussions • Off-the-shelf courses • Virtual classroom* • List Servs • Curriculum • Blogs • Wikis • Certifications • Discussions • UGC media – video, • Virtual Classroom • Video, audio podcasts, slides… • Simulations • Wikis, Wiki-pages • Idea Sharing • Serious Games • Tagging • Comments • Instructor-led • Saved chat and IM • Ratings and reviews Training • FAQ / Ask an Expert • FAQ / Ask an Expert • Job Aids • Comments • Searching Profiles • Blogs** • Q&A • Tag Clouds • Forms • Social profiles • Social bookmarking • Corporate • Rating and reviews • IM, Chat Directories • Shared Spaces
  • 31. 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 32
  • 33. USE CASES FOR *NOT* MOBILE: WHY NOT? › Affordances – tablets vs. phones › Sensitive information › Flash support › Device support 33
  • 34. USE CASES FOR GAMES: WHEN AND WHY? 34
  • 35. USE CASES FOR *NOT* GAMES: WHY NOT? 35
  • 37. THIS IS A PROCESS AND CULTURE CHANGE 1. NOT A TECHNOLOGY CHANGE
  • 38. THINK LIKE A GAME DESIGNER: 2. REWARD, FEEDBACK, RECOGNITION
  • 39. THINK LIKE A COMMUNITY MANAGER: 3. BARN BUILDING, PROGRAMMING, SEEDING
  • 40. DON’T ADD TO YOUR TEAM’S BURDEN: 4. RETHINK PROCESS: “INSTEAD” NOT “AND”
  • 41. FOCUS YOUR ENERGY: 5. START SMALL, ACHIEVE CRITICAL MASS

Hinweis der Redaktion

  1. http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  2. http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  3. http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdf
  4. Slide 14The other complexity is global and more specializedWork from anywhereLast year global mobile topped 1B; by 2013 1.2B; in U.S. 75% workers will be mobileBlessing and a curseGlobal mobile data traffic grew 2.6-fold in 2010, nearly tripling for the third year in a row. Mobile data traffic in 2010 was three times the size of the entire global Internet in 2000. Mobile network connection speeds doubled in 2010.Researchers at Raytheon made a breakthrough in March that could translate to a 1000 fold increase in the data capacity of optical networks.http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.pdfhttp://www.newscientist.com/article/mg20928055.400-quantum-trickery-could-lead-to-stealth-radar.html[Click]