Disruptive Training Technologies

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Disruptive Training Technologies Lata Hariharan April 2013

Transcript of Disruptive Training Technologies

Disruptive Training Technologies

Lata Hariharan

April 2013

ARCS Model of Motivational Design

Attention

• Perceptual arousal

• Inquiry arousal

• Variability

Relevance

• Goal orientation

• Motive matching

• Familiarity

Confidence

• Learning requirements

• Success opportunities

• Personal control

Satisfaction

• Intrinsic reinforcement

• Extrinsic rewards

• Equity

“The ARCS model is a problem solving approach used to design the motivational aspects of learning environments to stimulate and sustain students’ motivation to learn.” - Keller J.M. (Ref: http://www.arcsmodel.com/ )

SUMMARY OF NEW TRENDS Cutting Edge Technologies and Trends in Training

New Technologies and Trends

• Varied Learning Environments – Open-Source LMS, Virtual Learning Environments -

Individual and MOOCs, Hybrid or Flipped Classroom, 3-D

• Tools for Collaborative Learning

• Lecture Capture Technology

• Student Response Systems

• Learning Analytics

• Learning Activity Platforms (LAPs)

VARIED LEARNING ENVIRONMENTS

Open Source LMS, Virtual Learning - Individual and MOOC, Flipped Classroom, 3-D Gaming Environment

Open Source Learning Management Systems

Free web application that educators can use to create effective online learning sites (as opposed to proprietary LMSs).

• Moodle

• .LRN

• eFront

• Dokeos

• Sakai

• ATutor

Virtual Learning Environments (VLE)

• Individualized Learning provided by Khan Academy, Udemy, Peer-to-Peer University, iTunesU

• Large-scale Group Learning provided by MOOCs (see next slide)

Massive Open Online Courses(MOOCs)

Online courses aiming at large-scale interactive participation and open access via the web. The courses are offered at no cost to the participant, but institutions may charge for certifications. • xMOOC which is instructor-guided and linear, more broadcast-focused and reliant

upon certification and peer testing. This includes courses offered through edX, Coursera or Udacity with certificates/credits from MIT, Stanford and several other universities.

• cMOOC (connectivist MOOC) is much more open and encourages social networked learning and allows participants to set their own learning goals and type of engagement. Traditional assessment is not followed. Courses following this principle are primarily taught by George Siemens, Stephen Downes, Dave Cormier, Jim Groom and others.

• Mechanical MOOC - Teaching by patching together existing resources from open-learning sites. Content is linked from the original sources such as MIT’s OpenCourseWare, instant-feedback exercises and quizzes from Codecademy, and study groups organized by OpenStudy, and will be coordinated through an e-mail list operated by Peer 2 Peer University.

Ref: http://www.nytimes.com/2012/08/21/education/mechanical-mooc-to-rely-on-free-learning-sites.html?_r=0

Hybrid Environment or Flipped Classroom

• Turn YouTube videos into online classes that can be private or public – Teachem

• Students learn new material by watching courses taped by the lecturers using Lecture capture technology or watch courses on MOOCs or individual online educational sites, and then use the face to face time for discussions.

3D Environment

Types of 3D Environments • 3D Training Simulations - Allows a user to gain skills through

simulations of real world activities.

• 3D Serious Games - Incorporates a competitive experience. In addition to learning, the user also has to overcome certain challenges.

• 3D Virtual World – The user is free to explore and interact in accordance with his or her own free will.

Ref: 1. http://www.businesswire.com/news/home/20120823006124/en/Spend-Games-Growing-Steadily-Multi-Billion-Dollar-

Industry 2. http://www.seriousgamesassociation.com/corporate-games/ 3. http://designingdigitally.com/ 4. http://www.scribd.com/doc/97483134/5/Serious-games-adoption-in-multiple-domains

Pros and Cons of 3D Environments

• Advantages: – More immersive and exciting environment – Higher level of engagement and retention of training information – Random and Non-sequential - more real-world – Allows to integrate multiple skills – Ability to teach ethical topics in an experiential manner – Ability to teach Auditory learners – Ability to teach Kinesthetic learners – Demonstrates to the player how the wrong decision causes failure of task but

motivate the player to try again, provide important learning and encourage critical thinking.

• Disadvantages: – Increased start-up cost – High installation time – Would need to be kept current – Learning curve for non-gamers

3D Gaming - Research statistics

• IBM had estimated that at least 20 – 25% of the Global Fortune 500 will use serious games for training, sales and marketing by mid 2012.

Ref : http://www.seriousgamesassociation.com/corporate-games/

TOOLS FOR COLLABORATIVE LEARNING

Tools for Collaborative Learning Environments(CLE)

Tools as well as collaboration environments provided by many vendors including: • Google Apps for Education inc. Google Docs and Google Drive • Microsoft Office 365 for Education (previously Live@edu) • Dropbox for Education • Cisco WebEx, GoToMeeting • Sakai Collaboration and Learning Environment

– learning management system, research collaboration system and ePortfolio solution. – define needs of academic users, create software tools, share best practices and pool

knowledge and resources

• BigBlueButton is an open source web conferencing system for distance education – It supports sharing of slides (PDF and any document readable by OpenOffice), webcams,

whiteboard, chat, voice over IP (using FreeSWITCH), and presenter's desktop. – When logged into the conference, users have the option of sharing their video over the web

using a built-in or external webcam. Multiple participants and a presenter can be sharing their video at the same time.

– API to integrate with 3rd party applications

• Blackboard Collaborate - powerful all-in-one platform that gives an immersive human experience via your PC, tablet, or mobile device.

LECTURE CAPTURE TECHNOLOGY

Definition and Components

Any platform that records a meeting, lesson or presentation in a digital format. The video is then either posted online for later viewing or set up for on-demand screening. In most cases, content can be integrated with a pre-existing learning management or content management system. (Ref: How to move beyond lecture capture: Technology guide by Mathy Vanbuel, November 2012) Components: • Lecture Capture

– Using specialist software and/or hardware for recording lectures (Echo 360, Panopto, Sonic Foundry, etc.)

– Using a video conferencing system (Polycom, Cisco) – Web conferencing tool (Adobe Connect, Spreed, WebEx, Big Blue Button, Skype,

FlashMeeting, OpenMeetings, etc.) – Using screen capture software (e.g. Camtasia Studio, Microsoft Expression, Adobe Captivate,

Movavi Suite, Jing, Screencast-o-Matic, etc.)

• Lecture Content Management • Lecture Delivery – Live or On-demand

Functionalities of systems

Functionalities of systems (some yet to be developed) • Custom branding • Integration with Existing Systems and Virtual Learning Platforms • Scalability of the licensing/pricing model • Customization • Interactivity • Mobility, Mobile Production and Delivery Platform • Close captioning, subtitling and accessibility • Voice Recognition • Automatic Translation • Social Commenting and Social Networking Features • Automated Indexing and Metadata • Attendance Certification • Automated Camera Tracking • User analytics

Top Lecture Capture Vendors

• Mediasite by Sonic Foundry - market leader for lecture capture

• Blackboard Collaborate (previously Elluminate) • Cisco/Lecture Vision • Dell/Dell Lecture Capture • Echo360/EchoSystem • PanOpto/PanOpto Focus • Polycom /Accordent Media Management System • Techsmith/Camtasia • Tegrity/Tegrity Campus • VBrick • Qumu

LEARNING ANALYTICS

Characteristics

• Characteristics of successful academic analytics projects include:

– leaders who are committed to evidence-based decision making

– staff who are skilled at data analysis

– a flexible technology platform that is available to collect, mine, and analyze data.

Ref: Baer, L., & Campbell, J. (2012). Chapter 4: From Metrics to Analytics, Reporting to Action: Analytics’ Role in Changing the Learning Environment. Game Changers: Education and Information Technologies (pp. 53–65). EDUCAUSE.

Measuring Learning Outcomes

• Wonderlic Learning Outcomes Assessments (learningoutcomes.wonderlic.com)

The Learning Outcomes platform offers interactive, online exams that test students’ knowledge and competencies.

• Learning Catalytics (learningcatalytics.com); This program provides feedback to students during class to support instruction. It also gives teachers and students the option to review material outside of class.

• Questionmark (questionmark.com) This company provides a number of online tools for measuring and analyzing students’ knowledge and skills.

• Purdue University’s Course Signals (itap.purdue.edu/learning/tools/signals) This application, which was developed by Purdue University, monitors students’ behavior patterns and academic performance to gauge whether they are at risk of getting a low grade in a course.

• LOCO-Analyst tool (http://jelenajovanovic.net/LOCO-Analyst/index.html) An educational tool aimed at providing teachers with feedback of student interaction in web-based courses

Ref: http://www.emergingedtech.com/2012/07/4-new-technology-tools-for-measuring-learning-outcomes/ Baer, L., & Campbell, J. (2012). Chapter 4: From Metrics to Analytics, Reporting to Action: Analytics’ Role in Changing the Learning Environment. Game Changers: Education and Information Technologies (pp. 53–65). EDUCAUSE.

Appendix 1 – Lecture Capture Vendors

• Accordent Classroom Recording • Adobe Connect • Anystream Apreso • AutoTrain • Big Blue Button • Blackboard Elluminate/Collaborate • Camtasia • Capturer Lecture Video Recording System - Tel Aviv University (Tau), Israel • Cisco Lecture Vision - Cisco Systems. • Echo360 • Epiphan • Galicaster • Haivision Network Video • L2l (Live To E-Learning) - Cineca, Italy • Lectopia • Mediapointe • Opencast Matterhorn • Openeya

Appendix 1 – Lecture Capture Vendors (Contd.)

• Openmeetings • Panopto • Polycom • Presentations2go • Recordingbox bij Fontys Hogeschool • Skype With Recorder Function • Sonic Foundry Mediasite • Switchcast Video Management System - Switch, Switzerland • Tandberg • Tegrity • Vbrick Systems • Video Furnace • Videolab by K.U.Leuven • Videotorium - Niif, Hungary • Vips - Kaunas University Of Technology, Lithuania • Visionary Solutions • Webex