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       Web 2.0 Trends & Applications
                        for Learning

              Gary Woodill & Janet Clarey
How to Participate

1. E-mail your questions and
   comments to gary@brandon-
   hall.com and janet@brandon-
   hall.com
2. TWEET! – send Twitter messages
   to your followers, and to me at
   @gwoodill - use #BrandonHall in
   your tweets so we can find them
3. Post questions during the session
   – we will answer them at the end
Agenda

A theory about technology innovation
 lifecycles
Learning technologies in 1996, 2006, 2009,
 2014
 Differences between Version 1.0 and Version
 2.0
Web 2.0 tools and technologies gaining
 traction
How Web 2.o tools and technologies are used
 to support workplace learning
Q & A
Multimedia Technologies (1996)
Animation Tools – Assessment Tools – Audio Production – Authoring Tools–
Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search –
Quicktime Video
E-Learning Technologies (2006)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs –
Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication
Systems – Competency Tracking – Content Management Systems – Data
Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards –
Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial
Recognition Technologies – Graphics Tools – Haptics – Learning
Management Systems – Learning Objects and Repositories – Location–
based Technologies – Mashups – Metadata, Ontologies and Taxonomies –
Mobile Learning – Natural Language Processing – Peer to Peer – Personal
Learning Environments – Personalization – Podcasting – Portals – Presence
Applications – Presentation Tools – Rapid e–Learning – RFID and Optical
Tags – Robots – Search Technologies – Semantic Web – Simulation Tools –
Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual
Reality – Visualization – Voice Recognition – VoIP and Telephony –
Wearable Computing – Web Feeds (RSS) – Wikis
E-Learning Technologies (2009)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools – Audio Production – Augmented Reality – Authoring
Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud
Computing – Collaboration Tools – Communication Systems – Competency
Tracking – Content Management Systems – Context Aware Computing –
Data Mining – Decision Support Systems – Digital Ink, Paper and
Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial
Recognition Technologies – Graphics Tools – Grid Computing - Haptics –
Learning Management Systems – Learning Objects and Repositories –
Location–based Technologies – Mashups – Metadata, Ontologies and
Taxonomies – Microblogging – Mobile Learning – Natural Language
Processing – Peer to Peer Computing – Personal Learning Environments –
Personalization – Podcasting – Portals – Presence Applications –
Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots –
Search Technologies – Semantic Web – Simulation Tools – Social
Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and
IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and
Telephony – Wearable Computing – Web Feeds – Wikis
Theory of Innovation
Technology Innovation Cycle
Problems  New ideas and tinkering 
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of communication.”
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of communication.”

Thomas Watson, Chairman, IBM (1943) – “I think there
  is a world market for maybe five computers.”
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of communication.”

Thomas Watson, Chairman, IBM (1943) – “I think there
  is a world market for maybe five computers.”

AT&T (1970) – “No commercial use for computer
  networking” – gave computer networking back to
  US Defense Department after a 6 month trial
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
   New Technology  (Version 2.0)
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
   New Technology  (Version 2.0)
   New Applications (“Content”) 
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
   New Technology  (Version 2.0)
   New Applications (“Content”) 
          New Services 
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
   New Technology  (Version 2.0)
   New Applications (“Content”) 
          New Services 
    New Integrative Solutions 
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and Hype 
   New Technology  (Version 2.0)
   New Applications (“Content”) 
          New Services 
    New Integrative Solutions 
          New Problems 
Technology Innovation Cycle
   Problems  New ideas and tinkering 
      New Technology  (Version 1.0)
         Resistance and Hype 
      New Technology  (Version 2.0)
      New Applications (“Content”) 
              New Services 
        New Integrative Solutions 
New Problems  Cycle starts with new players
Theory of Innovation
Products  Applications  Services

                              Applications Curve
                             (Content/Processes)

Technology Curve                                   Services Curve


                              |
                              |
                              |
                              |
                              |
                      E-Learning is here


                       “Solutions”                            
Version 1.0 – Supportive Innovation




  “We look at the present through a rear-view mirror. We
            march backwards into the future.”
                  Marshall McLuhan
Steamship 1.0
Electric Light 1.0
Automobiles 1.0
Turn Signals 1.0
“Trafficators”
Learning Technologies 1.0

Supportive Technologies
Some learning technologies are SUPPORTIVE of the
  current way of doing things:

Examples:

Virtual Classrooms
Presentation Software
Authoring Tools
Assessment Tools
Learning Management Systems
Learning Technologies 2.0
Disruptive Technologies
Other learning technologies are DISRUPTIVE of the current
  way of doing things:

Examples:

Global Networking
Artificial Intelligence
Peer to Peer Technologies
Collaboration Software
Learner generated content
Wearable computing
Theory of Innovation
Theory of Innovation
Theory of Innovation
Theory of Innovation
   Product Innovation Curve
                               Peaking technologies




      Ascending technologies                          Maturing technologies




Developing technologies
                                      ?                    Declining technologies
Theory of Innovation
 Product Innovation Curve (2006)




Affective Computing
Avatars
Classroom Response Systems
Data Mining
Decision Support Software
Gesture and Facial Recognition
Haptics
Mashups and Web Services
Personal Learning Environments
Smart Labels and Tags
Telepresence
Wearable Computing
Developing technologies
Theory of Innovation
Product Adoption Curve (2006)

 Ascending technologies
 Social Networking Tools
 Web Feeds
 Simulation Tools
 Social Bookmarking
 Personalization
 Semantic Web
 Mobile Technologies
 Wiki Tools
 Location Tools
 Gaming
 Blogs
 Agents
 Robotics
Theory of Innovation
Product Innovation Curve (2006)
                 Peaking technologies



                  Collaboration Tools
                  Search Engines
                  Intelligent Tutoring
                  Visualization
Theory of Innovation
Product Innovation Curve (2006)
                              Maturing technologies
                              Animation Software
                              Assessment Tools
                              Audio and Podcasting Tools
                              Authoring Tools
                              Browsers
                              Communications Tools
                              Competency Tracking Software
                              Content Management Systems
                              Display Technologies
                              E-Portfolio Tools
                              Graphics Tools
                              Learning Management Systems
                              Learning Objects and Repositories
                              Metadata, Ontologies, Taxonomies
                              Natural Language Processing
                              Peer-to-Peer Technologies
                              Portals
                              Presentation Tools
                              Rapid E-Learning Tools
                              Video and IPTV
                              Virtual Reality
                              VoIP and Telephony
Theory of Innovation
Product Innovation Curve (2006):




                               Computer Assisted Instruction
                               Computer Based Training (CBT)
                               CD-ROM
                               DVD-ROM
                               Floppy Disks
                               Declining technologies
The Big Picture
   Training Technologies (1996)
                                    Peaking technologies

                                     Text Only Internet




   Ascending technologies                                        Maturing technologies

                          Compact Discs                    CBT




          Web 1.0                                                      Overheads

Developing technologies                                            Declining technologies
The Big Picture
   Training Technologies (2006)
                                      Peaking technologies

                                           Web 1.0




   Ascending technologies                                             Maturing technologies

                          Web 2.0/Clouds                     Compact Discs




      Robotics/Agents                                                   Text Only Internet

Developing technologies                                                 Declining technologies
The Big Picture
   Training Technologies (2009)
                                      Peaking technologies

                                            Web 2.0




   Ascending technologies                                          Maturing technologies

                          Robotics/Agents                    Web 1.0




    Collective Learning                                                 Compact Discs

Developing technologies                                                Declining technologies
The Big Picture
   Training Technologies (2014)
                                        Peaking technologies

                                         Robotics/Agents




   Ascending technologies                                               Maturing technologies

                          Collective Learning                  Web 2.0/Clouds




        Bio-learning                                                            Web 1.0

Developing technologies                                                   Declining technologies
E-Learning Technologies (2009)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools – Audio Production – Augmented Reality – Authoring
Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud
Computing – Collaboration Tools – Communication Systems – Competency

            •Social Networking Services
Tracking – Content Management Systems – Context Aware Computing –
Data Mining – Decision Support Systems – Digital Ink, Paper and

            •Blogs
Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial
Recognition Technologies – Graphics Tools – Grid Computing - Haptics –

            •Wikis
Learning Management Systems – Learning Objects and Repositories –
Location–based Technologies – Mashups – Metadata, Ontologies and

            •Virtual Worlds
Taxonomies – Microblogging – Mobile Learning – Natural Language
Processing – Peer to Peer Computing – Personal Learning Environments –
Personalization – Podcasting – Portals – Presence Applications –
Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots –
Search Technologies – Semantic Web – Simulation Tools – Social
Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and
IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and
Telephony – Wearable Computing – Web Feeds – Wikis
Social Networking Services

• Find experts
• Get fast
  answers
• Build
  relationships
• Informal
  learning




                                          16
Blogs


• Capture knowledge
• Reflection
• Feedback
• Professional Development




                               16
Wikis


• Manage information
• Provide documentation
• Share resources
• Knowledge repository




                                  16
Virtual Worlds



• Greater social
presence compared
with other learning
technologies
• Enhanced
interaction
• Realistic 3D objects
and environments



                                       16
Hewlett-Packard Web 2.0 Community

Components of
the Web 2.0
Online Learning
Community:
•Blogs
•Discussion Board
•Social
Bookmarks
•Wiki
•User-generated
content
                                            16
Hewlett-Packard Blogs
Shared authorship:
• Novice
• Expert
• Course vendor
• Learning &
Development
Supports:
• Audio/ Video
• Images
• RSS Feeds
                                          16
Hewlett-Packard Discussion Board


• Share
knowledge
• Share
experiences
•L&D
facilitates
discussions




                                          16
Hewlett-Packard User-Generated Content



• Rapid
development
tools
• Instructional
design support




                                          16
Hewlett-Packard Wiki


HPedia
• Same
framework
as
Wikipedia




                                   16
Hewlett-Packard Social Bookmarking


• Stores
bookmarks
on server
• Tag and
share
resources




                                           16
Hewlett-Packard : Measuring




                              16
Hewlett-Packard : Benefits


                  •Time and Cost
                  Savings

                  •Productivity
                  Improvement

                  •Common
                  Language

                                   16
GE Contractual Services : Virtual World



Training
program to
elicit time-
critical
strategic
behavior in
response to a
forced outage
situation




                                                 16
GE Contractual Services: Virtual World


Design
•Movie storyline
•3 hours
•Game-based
steps
•Uses actual
tools staff
would use (PDA,
cell phone,
laptop)

                                               16
GE Contractual Services: Virtual World


Game design
• Automated
bots mimic
personnel
• Simulation
uses artificial
intelligence to
provide
responses
• Hidden
timeline used
                                               16
GE Contractual Services: Virtual World
Benefits
• Improves time
response to outages
• Better organization
of people and
equipment
• Accuracy and
appropriateness of
performance
• Increases
confidence


                                             16
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
 Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
 Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
 Market is starting to consolidate
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
 Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
 Market is starting to consolidate
 Web 2.0 tools (especially Social Media) are now
prominent
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
 Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
 Market is starting to consolidate
 Web 2.0 tools (especially Social Media) are now
prominent
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles suggests that change
is discontinuous
 Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
 Market is starting to consolidate
 Web 2.0 tools (especially Social Media) are now
prominent
 Need to experiment with the new tools – “low cost
failure”
Q&A
           Thank you!
Here is how you can connect us:

E-Mail: gary@brandon-hall.com
       janet@brandon-hall.com
Blog: http://brandon-hall.com/garywoodill
     http://brandon-hall.com/janetclarey
Website: http://www.brandon-hall.com
Twitter: @gwoodill
         @jclarey

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Web Trends Brandon Hall

  • 1. LOGO Web 2.0 Trends & Applications for Learning Gary Woodill & Janet Clarey
  • 2. How to Participate 1. E-mail your questions and comments to gary@brandon- hall.com and janet@brandon- hall.com 2. TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them 3. Post questions during the session – we will answer them at the end
  • 3. Agenda A theory about technology innovation lifecycles Learning technologies in 1996, 2006, 2009, 2014  Differences between Version 1.0 and Version 2.0 Web 2.0 tools and technologies gaining traction How Web 2.o tools and technologies are used to support workplace learning Q & A
  • 4. Multimedia Technologies (1996) Animation Tools – Assessment Tools – Audio Production – Authoring Tools– Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search – Quicktime Video
  • 5. E-Learning Technologies (2006) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – Learning Objects and Repositories – Location– based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Mobile Learning – Natural Language Processing – Peer to Peer – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds (RSS) – Wikis
  • 6. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  • 8. Technology Innovation Cycle Problems  New ideas and tinkering 
  • 9. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)
  • 10. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype 
  • 11. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
  • 12. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
  • 13. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.” AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial
  • 14. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0)
  • 15. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”) 
  • 16. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services 
  • 17. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions 
  • 18. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems 
  • 19. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems  Cycle starts with new players
  • 20. Theory of Innovation Products  Applications  Services Applications Curve (Content/Processes) Technology Curve Services Curve | | | | | E-Learning is here  “Solutions” 
  • 21. Version 1.0 – Supportive Innovation “We look at the present through a rear-view mirror. We march backwards into the future.” Marshall McLuhan
  • 26. Learning Technologies 1.0 Supportive Technologies Some learning technologies are SUPPORTIVE of the current way of doing things: Examples: Virtual Classrooms Presentation Software Authoring Tools Assessment Tools Learning Management Systems
  • 27. Learning Technologies 2.0 Disruptive Technologies Other learning technologies are DISRUPTIVE of the current way of doing things: Examples: Global Networking Artificial Intelligence Peer to Peer Technologies Collaboration Software Learner generated content Wearable computing
  • 31. Theory of Innovation Product Innovation Curve Peaking technologies Ascending technologies Maturing technologies Developing technologies ? Declining technologies
  • 32. Theory of Innovation Product Innovation Curve (2006) Affective Computing Avatars Classroom Response Systems Data Mining Decision Support Software Gesture and Facial Recognition Haptics Mashups and Web Services Personal Learning Environments Smart Labels and Tags Telepresence Wearable Computing Developing technologies
  • 33. Theory of Innovation Product Adoption Curve (2006) Ascending technologies Social Networking Tools Web Feeds Simulation Tools Social Bookmarking Personalization Semantic Web Mobile Technologies Wiki Tools Location Tools Gaming Blogs Agents Robotics
  • 34. Theory of Innovation Product Innovation Curve (2006) Peaking technologies Collaboration Tools Search Engines Intelligent Tutoring Visualization
  • 35. Theory of Innovation Product Innovation Curve (2006) Maturing technologies Animation Software Assessment Tools Audio and Podcasting Tools Authoring Tools Browsers Communications Tools Competency Tracking Software Content Management Systems Display Technologies E-Portfolio Tools Graphics Tools Learning Management Systems Learning Objects and Repositories Metadata, Ontologies, Taxonomies Natural Language Processing Peer-to-Peer Technologies Portals Presentation Tools Rapid E-Learning Tools Video and IPTV Virtual Reality VoIP and Telephony
  • 36. Theory of Innovation Product Innovation Curve (2006): Computer Assisted Instruction Computer Based Training (CBT) CD-ROM DVD-ROM Floppy Disks Declining technologies
  • 37. The Big Picture Training Technologies (1996) Peaking technologies Text Only Internet Ascending technologies Maturing technologies Compact Discs CBT Web 1.0 Overheads Developing technologies Declining technologies
  • 38. The Big Picture Training Technologies (2006) Peaking technologies Web 1.0 Ascending technologies Maturing technologies Web 2.0/Clouds Compact Discs Robotics/Agents Text Only Internet Developing technologies Declining technologies
  • 39. The Big Picture Training Technologies (2009) Peaking technologies Web 2.0 Ascending technologies Maturing technologies Robotics/Agents Web 1.0 Collective Learning Compact Discs Developing technologies Declining technologies
  • 40. The Big Picture Training Technologies (2014) Peaking technologies Robotics/Agents Ascending technologies Maturing technologies Collective Learning Web 2.0/Clouds Bio-learning Web 1.0 Developing technologies Declining technologies
  • 41. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency •Social Networking Services Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and •Blogs Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – •Wikis Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and •Virtual Worlds Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  • 42. Social Networking Services • Find experts • Get fast answers • Build relationships • Informal learning 16
  • 43. Blogs • Capture knowledge • Reflection • Feedback • Professional Development 16
  • 44. Wikis • Manage information • Provide documentation • Share resources • Knowledge repository 16
  • 45. Virtual Worlds • Greater social presence compared with other learning technologies • Enhanced interaction • Realistic 3D objects and environments 16
  • 46. Hewlett-Packard Web 2.0 Community Components of the Web 2.0 Online Learning Community: •Blogs •Discussion Board •Social Bookmarks •Wiki •User-generated content 16
  • 47. Hewlett-Packard Blogs Shared authorship: • Novice • Expert • Course vendor • Learning & Development Supports: • Audio/ Video • Images • RSS Feeds 16
  • 48. Hewlett-Packard Discussion Board • Share knowledge • Share experiences •L&D facilitates discussions 16
  • 49. Hewlett-Packard User-Generated Content • Rapid development tools • Instructional design support 16
  • 51. Hewlett-Packard Social Bookmarking • Stores bookmarks on server • Tag and share resources 16
  • 53. Hewlett-Packard : Benefits •Time and Cost Savings •Productivity Improvement •Common Language 16
  • 54. GE Contractual Services : Virtual World Training program to elicit time- critical strategic behavior in response to a forced outage situation 16
  • 55. GE Contractual Services: Virtual World Design •Movie storyline •3 hours •Game-based steps •Uses actual tools staff would use (PDA, cell phone, laptop) 16
  • 56. GE Contractual Services: Virtual World Game design • Automated bots mimic personnel • Simulation uses artificial intelligence to provide responses • Hidden timeline used 16
  • 57. GE Contractual Services: Virtual World Benefits • Improves time response to outages • Better organization of people and equipment • Accuracy and appropriateness of performance • Increases confidence 16
  • 58. Summary  There has been an “explosion” of learning technologies since the mid-1990s
  • 59. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous
  • 60. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
  • 61. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate
  • 62. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  • 63. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  • 64. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent  Need to experiment with the new tools – “low cost failure”
  • 65. Q&A Thank you! Here is how you can connect us: E-Mail: gary@brandon-hall.com janet@brandon-hall.com Blog: http://brandon-hall.com/garywoodill http://brandon-hall.com/janetclarey Website: http://www.brandon-hall.com Twitter: @gwoodill @jclarey