Disruptive Training Technologies
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Transcript of Disruptive Training Technologies
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/ )
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 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.
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
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.
Using Learning Analytics To Improve Learning Content
Ref: http://edtechnow.net/2012/03/31/learning-analytics-for-better-learning-content/
Recommender Systems
• Recommender systems - Using the opinions of a community of learners to help individual learners in that community to identify more effectively learning content from a potentially overwhelming set of choices
Ref: http://edtechnow.net/2012/03/31/learning-analytics-for-better-learning-content/
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