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- Slide 1: Navigating through the cloud - THE FUTURE OF E-LEARNING & TECHNOLOGIES Kevin Corti, Founder & CEO PIXELearning European Training & Development Summit 18th June 2008, Prague.
- Slide 2: Why ‘cloud’? “A tag cloud is a set of related tags with corresponding weights. Typical tag clouds have between 30 and 150 tags. The weights are represented using font sizes or other visual clues”. - www.wikipedia.org
- Slide 3: Objectives: What new technologies offer benefits? How do we start to use them?
- Slide 4: What is in the ‘cloud’? - Many names & terms - Masses of technologies - Confusion about how to apply it - Numerous opportunities - Achievable organisational benefits Learn from other industries who have done the hard work already!
- Slide 5: Personal introduction • Founder & CEO, PIXELearning • Board member of IDM & ANGILS • Steering committee - WM Serious about game, Digital Central • Elearning Guild, Elearning Network, NASAGA etc etc • Frequent speaker/writer on ‘serious games’ in UK, EU and US • Based at The Serious Games Institute, UK • Sold, designed & delivered over 40 game/sim projects kevin.corti@pixelearning.com // kevincorti@yahoo.co.uk Web: www.pixelearning.com // www.kevincorti.com LinkedIn: www.linkedin.com/in/kevincorti Blog: http://theevilnumber27.wordpress.com
- Slide 6: The E-Learning Guild 360 Research report, March 2008, “Immersive Learning Simulations”. www.pixelearning.com || info@pixelearning.com
- Slide 7: Personal introduction 1977 (aged 7) 2002 (aged 32) • Dad bought Atari • Found & bought a house • Banked online • Bought FMCG’s to financial products • Keep in touch with 100’s friends • Managed remote teams • Collaborate with overseas clients • Bought a motorbike (and learned how to fix it) • Fought virtual battles with hundreds of people • Informally learned technology & ….spent time & money business skills I never ONCE ….but playing entertainment • Research Mastersto use an chose thesis • Conducted auctions software …….and the list goes oncourse eLearning
- Slide 8: The internet is my primary source of information… Self-guided, informal learning, peer support, mentoring, coaching, expertise, sharing, - the web is already doing it…the training industry needs to enter the 21st century!
- Slide 9: “The kids are doing it” “It’s the in thing” “It’s the way that they communicate” “The competition have done it” “We need to make it fun” “We need to make it like a game”
- Slide 10: The workforce is changing 97% own a computer 94% own a cell phone 76% use Instant Messaging. Generation Y refers to a specific 15% logged onto IM 24 hours a day cohort of individuals born from 1977 34% websites are their primary news source to 2001. 28% author a blog and 44% read blogs 49% download music using P2P file sharing \"Generation Y\" alludes to a 75% of college students have a Facebook a/c succession from Generation X, a 60% own an iPod/MP3 player term which was made popular by the Reynol Junco and Jeanna Mastrodicasa (2007) Canadian fiction writer Douglas Coupland in 1991. www.wikipedia.org
- Slide 11: Generation Y 38% of (US) population Grow up with technology - most technically aware generation in history The first generation to know more about critically important technology than our parents...or any of our managers We adapt well to changes...we were born into a world that is constantly changing. Older people fear change...we say \"bring it on!\" You call it 'multi tasking'...we call it 'normal' THOUGHT: The oldest will soon by your middle managers, the youngest will enter the workforce within 8 years
- Slide 12: Productivity tools or wasteful distractions? • Email • Web browsing • Web conferencing / collaborative workspaces • Podcasting • RSS • Instant Messaging (e.g. MSN, Yahoo IM) • Wikis • Blogs • Peer to peer / file sharing applications • Social networks • 3D virtual worlds • Simulations • Serious games
- Slide 13: “There is an upgrade available for the WWW” Web 1.0 Web 2.0 • 1 to many • Many to many • Receive / read • Create / use • Publications • Services • Content • Applications • Information • Knowledge • User • Author • Keyword search • Semantic search • Push • Pull • Static • Dynamic • Tell • Do • Disseminate • Participate
- Slide 14: Why should we be interested? If you are a progressive ID/trainer… • Engage • Immerse • Make learning fun • Encourage creativity • Reach out to the ‘hard to reach’ • Target the ‘PlayStation generation’ • Because the kids are doing it • Because it is cool www.pixelearning.com || info@pixelearning.com
- Slide 15: Why should we be interested? If you are a CxO…. • Increase revenues • Improve margins • Enhance balance sheet • Increase share price Facts: 1. Applying new technologies CAN achieve this 3. You WILL make mistakes along the way www.pixelearning.com || info@pixelearning.com
- Slide 16: Categorising this ‘New Technology” [1] Web 2.0 tools for eLearning 2.0 [2] Virtual 3D Worlds [3] Serious games / immersive learning simulations
- Slide 17: Distilling it down [1] Web 2.0 tools for eLearning 2.0 Search, remix, create, publish, share, connect, collaborate, network, review, recommend… www.pixelearning.com || info@pixelearning.com
- Slide 18: What is hiding in the cloud? www.pixelearning.com || info@pixelearning.com
- Slide 26: ‘Key takeaways’ - Web 2.0 for EL2.0 3. Start with Blogs & Wikis - user generated content & social networking 4. Usually cheap/free 5. Align to your business 6. Learn from other industries 7. Small steps + big vision (roadmap) 8. Involve & trust users, take some risks & learn from mistakes www.pixelearning.com || info@pixelearning.com
- Slide 27: [2] Virtual (3D) Worlds explore, meet, chat, follow, discuss, observe, find, build, design, collaborate, serendipity… www.pixelearning.com || info@pixelearning.com
- Slide 28: Characteristics of 3D Virtual Worlds • Immersive, virtual collaboration spaces • Visual representation of persistent, rich environment – Fully-realized 3D, intuitive world – Permits experiences impractical or impossible in real world – Observe or do, as many times as needed, in low-risk “sandbox” environment • Avatars – User-customizable – Emotional and “tactile” • Real-time interaction with others – Co-creation – Informal learning – Social networking The next phase of Internet revolution?? (Suggested by IBM CEO Sam Palmisano, Fortune, 2/23/2007)
- Slide 34: “Businesses looking to put down stakes in virtual worlds should note that a new generation is growing up with virtual worlds as a natural extension of their real-life existence, not as a mere novelty.” A virtual world is an online arena that looks and behaves very much like the real world….in - Virtual Worlds: A Business Case, O’Reilly Radar Report. which….avatars (are) controlled by real people, and in which a gamut of typical human social interactions occur.
- Slide 35: Qwaq Forums 3D virtual environments for realtime collaboration and conferencing. includes built-in voice communication and text chat, as well as the ability for users to share existing applications. designed for business computers “WebEx on steroids”
- Slide 36: Forterra Olive Focus on: 5. Military/Government 6. Healthcare 7. Corporate training
- Slide 37: ProtoSphere Targeted for corporate learning (e.g., inappropriate avatars not allowed, has language control) Combines elements of simulations, gaming, authoring tools and online meetings in an immersive, 3-D environment. Security features most likely meets corporate standards (TBD)
- Slide 38: Challenges… • Impropriety - workplace sensitivity and harassment issues • Terminology/concepts are alien to senior execs • Insufficient security - deployment of sensitive information • Compliance to corporate standards • Marketing bias rather than learning • Tech issues – downtime due to exponential growth • VOIP availability • Hard to navigate • Hard to find content
- Slide 39: ‘Key takeaways’ – Virtual 3D Worlds 3. Start with general platform then experiment with business focussed alternatives 4. Start with easiest areas (recruitment, induction, orientation, team building?) 5. Align to your business 6. Learn from early adopters 7. Small steps + big vision (roadmap) www.pixelearning.com || info@pixelearning.com
- Slide 40: [3] Serious games / immersive sims practice, learn by doing, experience, challenge, problem spaces, compete, apply, perform, assess, game the skill… www.pixelearning.com || info@pixelearning.com
- Slide 41: Why use games & simulations? • Provide opportunities for meaningful (and repeat) practice – “game the skill” • Focus on high order cognitive activity / skills rather than ‘information dissemination’ • Provide realistic, transferrable ‘virtual experience’ • Experiential, problem/task-based (adult learning theory) • Engage and actively involve learners rather than ‘passive reception’ • Strong ROI – proven performance, productivity and quality improvement
- Slide 42: Serious Games and sims Games as ‘problem spaces’ Intrinsic reward from solving the problem. Objectives, assess, strategise, tactics, enact, lead, manage resources, feedback, review, modify…. Sound familiar? Sound useful? www.pixelearning.com || info@pixelearning.com
- Slide 43: When is a Serious Games appropriate? Basically….. Is there a process, environment or system that can be conceptually and/or visually modelled and from which relevant and meaningful scenarios created? www.pixelearning.com || info@pixelearning.com
- Slide 46: Serious Games and sims An opportunity to experience something from another person’s perspective. www.pixelearning.com || info@pixelearning.com
- Slide 48: Detailed design {characters} User responses indicated common perceptions (e.g. tendency to judge based on how a person looks) and were thus used to assign in-game roles Unemployed Teacher Retired Security Guard
- Slide 49: Business Needs Identification {Cost/ROI} Costs for Classroom Training vs. Serious Game Solution • Assumes average $14,000,000 costs/employee for classroom training at $12,000,000 $200 (does not include lost time and $10,000,000 productivity) Costs $8,000,000 • Assumes initial Sim $6,000,000 solution investment of $750K and internal $4,000,000 variable costs of $2/employee. $2,000,000 Inclusion of lost time and productivity $0 would increase the savings as less time is 00 00 00 0 0 0 0 0 00 00 00 00 50 spent using the ,0 ,0 ,0 1, 2, 4, 8, 16 32 64 serious game than in classroom training. Employees Game Solution Classroom
- Slide 50: That Word ‘Game’… “A rose by any other name would still smell as sweet, but would a game by some other name sell to the executive suite?” - Jeff Johannigman
- Slide 51: A Four Letter Word?
- Slide 52: Quick, Easy, Good?
- Slide 53: Why use a ‘platform’? Serious games require, training, instructional, game, simulation, 2D & 3D graphic, multimedia and software application and database design AND subject matter expertise…. Expensive, time-consuming and high risk
- Slide 54: Why use a ‘platform’? The bottom line #2 When a platform is used as the foundations for a solution then focus moves from generic needs to specific addressable organizational needs. If organizations approach game/simulations with a platform: • Costs are more affordable (license + custom works) • Project time is reduced (2 to 4 months) • Easy opportunities for future adaption • Solutions lifespan is elongated (good ROCE) • Client and vendor stress levels are reduced • Risks of failure minimized • Solutions portfolio based on consistency/standards
- Slide 55: ‘Key takeaways’ – Serious Games / simulations 3. Don’t get hung up on semantics 4. Start with small discreet ‘nuggets’ 5. Focus on easy wins (less complex, generic topics) 6. Measure, measure, measure 7. Outline a strategic roadmap www.pixelearning.com || info@pixelearning.com
- Slide 56: Categorising this ‘New Technology” [1] Web 2.0 tools for eLearning 2.0 >> user generated knowledge / social networks [2] Virtual 3D Worlds >> Rich communities, collaboration [3] Serious games / immersive simulations >> Game the skill, deep learning, realistic
- Slide 57: +44 (0) 24 7623 6971 Kevin Corti, CEO founder & Chief Learning Architect kevin.corti@pixelearning.com Company web: www.pixelearning.com LinkedIn: www.linkedin.com/in/kevincorti Blog: http://theevilnumber27.wordpress.com

