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Kevin Corti,  Founder & CEO PIXELearning European Training & Development Summit  18 th  June 2008,  Prague. Navigating through  the cloud  - THE FUTURE OF E-LEARNING & TECHNOLOGIES
 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 Why cloud?
Objectives: What new technologies offer benefits? How do we start to use them?
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!
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 [email_address]  //  [email_address] Web:  www.pixelearning.com  //  www.kevincorti.com LinkedIn:  www.linkedin.com/in/kevincorti Blog:  http://theevilnumber27.wordpress.com
The E-Learning Guild 360 Research report, March 2008, Immersive Learning Simulations. www.pixelearning.com || info@pixelearning.com
Personal introduction 2002 (aged 32) Found & bought a house Banked online  Bought FMCGs to financial products Keep in touch with 100s 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 & business skills Research Masters thesis Conducted auctions  .and the list goes on  .but I never ONCE chose to use an eLearning course 1977 (aged 7) Dad bought Atari  .spent time & money playing entertainment software
The internet is my primary source of information Self-guided, informal learning, peer support, mentoring, coaching, expertise, sharing, - the web is already doing itthe training industry needs to enter the 21 st  century!
 The kids are doing it  Its the in thing  Its the way that they communicate  We need to make it fun  We need to make it like a game  The competition have done it
The workforce is changing Generation Y refers to a specific cohort of individuals born from 1977 to 2001.  "Generation Y" alludes to a succession from Generation X, a term which was made popular by the Canadian fiction writer Douglas Coupland in 1991. www.wikipedia.org 97% own a computer  94% own a cell phone  76% use Instant Messaging.  15% logged onto IM 24 hours a day 34% websites are their primary news source 28% author a blog and 44% read blogs  49% download music using P2P file sharing  75% of college students have a Facebook a/c 60% own an iPod/MP3 player  Reynol Junco and Jeanna Mastrodicasa (2007)
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
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
Web 1.0 1 to many Receive / read Publications Content Information User Keyword search Push Static Tell Disseminate Web 2.0 Many to many Create / use Services Applications Knowledge Author Semantic search Pull Dynamic Do Participate  There is an upgrade available for the WWW
www.pixelearning.com || info@pixelearning.com 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 Why should we be interested? If you are a CxO. Increase revenues Improve margins Enhance balance sheet Increase share price Facts: Applying new technologies CAN achieve this You WILL make mistakes along the way
Categorising this New Technology [1] Web 2.0 tools for eLearning 2.0 [2] Virtual 3D Worlds [3] Serious games / immersive learning simulations
www.pixelearning.com || info@pixelearning.com 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 What is hiding in the cloud?
油
油
油
油
油
油
油
www.pixelearning.com || info@pixelearning.com  Key takeaways - Web 2.0 for EL2.0 Start with Blogs & Wikis - user generated content & social networking Usually cheap/free Align to your business Learn from other industries Small steps + big vision (roadmap) Involve & trust users, take some risks & learn from mistakes
www.pixelearning.com || info@pixelearning.com [2] Virtual (3D) Worlds explore,  meet,  chat,  follow,  discuss,  observe,  find,  build,  design,  collaborate, serendipity
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) Characteristics of 3D Virtual Worlds
油
油
油
油
油
 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. - Virtual Worlds: A Business Case, OReilly Radar Report. A virtual world is an online arena that looks and behaves very much like the real world.in which.avatars (are) controlled by real people, and in which a gamut of typical human social interactions occur.
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
Forterra Olive  Focus on: Military/Government Healthcare Corporate training
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) Content created through tools
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
www.pixelearning.com || info@pixelearning.com  Key takeaways  Virtual 3D Worlds Start with general platform then experiment with business focussed alternatives Start with easiest areas (recruitment, induction, orientation, team building?) Align to your business Learn from early adopters Small steps + big vision (roadmap)
www.pixelearning.com || info@pixelearning.com [3] Serious games / immersive sims practice,  learn by doing,  experience,  challenge,  problem spaces,  compete,  apply,  perform, assess, game the skill
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 Why use games & simulations?
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
Basically.. Is there a  process ,  environment  or  system  that can be conceptually and/or visually modelled and from which relevant and meaningful  scenarios  created? When is a Serious Games appropriate? www.pixelearning.com || info@pixelearning.com
油
油
An opportunity to experience something from another persons perspective. Serious Games and sims www.pixelearning.com || info@pixelearning.com
油
Unemployed Teacher Retired Security Guard 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
Costs for Classroom Training vs. Serious Game Solution Assumes average costs/employee for classroom training at $200 (does not include lost time and productivity) Assumes initial Sim solution investment of $750K and internal variable costs of $2/employee. Inclusion of  lost time and productivity would increase the savings as less time is spent using the serious game than in classroom training. Business Needs Identification {Cost/ROI}
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
A Four Letter Word?
Quick, Easy, Good?
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
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 Why use a platform?
www.pixelearning.com || info@pixelearning.com  Key takeaways  Serious Games / simulations Dont get hung up on semantics Start with small discreet nuggets Focus on easy wins (less complex, generic topics) Measure, measure, measure Outline a strategic roadmap
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
Kevin Corti,  CEO founder & Chief Learning Architect [email_address] Company web:  www.pixelearning.com LinkedIn:  www.linkedin.com/in/kevincorti Blog:  http://theevilnumber27.wordpress.com +44 (0) 24 7623 6971

More Related Content

Edt08 June08 004

  • 1. Kevin Corti, Founder & CEO PIXELearning European Training & Development Summit 18 th June 2008, Prague. Navigating through the cloud - THE FUTURE OF E-LEARNING & TECHNOLOGIES
  • 2. 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 Why cloud?
  • 3. Objectives: What new technologies offer benefits? How do we start to use them?
  • 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!
  • 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 [email_address] // [email_address] Web: www.pixelearning.com // www.kevincorti.com LinkedIn: www.linkedin.com/in/kevincorti Blog: http://theevilnumber27.wordpress.com
  • 6. The E-Learning Guild 360 Research report, March 2008, Immersive Learning Simulations. www.pixelearning.com || info@pixelearning.com
  • 7. Personal introduction 2002 (aged 32) Found & bought a house Banked online Bought FMCGs to financial products Keep in touch with 100s 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 & business skills Research Masters thesis Conducted auctions .and the list goes on .but I never ONCE chose to use an eLearning course 1977 (aged 7) Dad bought Atari .spent time & money playing entertainment software
  • 8. The internet is my primary source of information Self-guided, informal learning, peer support, mentoring, coaching, expertise, sharing, - the web is already doing itthe training industry needs to enter the 21 st century!
  • 9. The kids are doing it Its the in thing Its the way that they communicate We need to make it fun We need to make it like a game The competition have done it
  • 10. The workforce is changing Generation Y refers to a specific cohort of individuals born from 1977 to 2001. "Generation Y" alludes to a succession from Generation X, a term which was made popular by the Canadian fiction writer Douglas Coupland in 1991. www.wikipedia.org 97% own a computer 94% own a cell phone 76% use Instant Messaging. 15% logged onto IM 24 hours a day 34% websites are their primary news source 28% author a blog and 44% read blogs 49% download music using P2P file sharing 75% of college students have a Facebook a/c 60% own an iPod/MP3 player Reynol Junco and Jeanna Mastrodicasa (2007)
  • 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
  • 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
  • 13. Web 1.0 1 to many Receive / read Publications Content Information User Keyword search Push Static Tell Disseminate Web 2.0 Many to many Create / use Services Applications Knowledge Author Semantic search Pull Dynamic Do Participate There is an upgrade available for the WWW
  • 14. www.pixelearning.com || info@pixelearning.com 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
  • 15. www.pixelearning.com || info@pixelearning.com Why should we be interested? If you are a CxO. Increase revenues Improve margins Enhance balance sheet Increase share price Facts: Applying new technologies CAN achieve this You WILL make mistakes along the way
  • 16. Categorising this New Technology [1] Web 2.0 tools for eLearning 2.0 [2] Virtual 3D Worlds [3] Serious games / immersive learning simulations
  • 17. www.pixelearning.com || info@pixelearning.com Distilling it down [1] Web 2.0 tools for eLearning 2.0 Search, remix, create, publish, share, connect, collaborate, network, review, recommend
  • 18. www.pixelearning.com || info@pixelearning.com What is hiding in the cloud?
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26. www.pixelearning.com || info@pixelearning.com Key takeaways - Web 2.0 for EL2.0 Start with Blogs & Wikis - user generated content & social networking Usually cheap/free Align to your business Learn from other industries Small steps + big vision (roadmap) Involve & trust users, take some risks & learn from mistakes
  • 27. www.pixelearning.com || info@pixelearning.com [2] Virtual (3D) Worlds explore, meet, chat, follow, discuss, observe, find, build, design, collaborate, serendipity
  • 28. 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) Characteristics of 3D Virtual Worlds
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 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. - Virtual Worlds: A Business Case, OReilly Radar Report. A virtual world is an online arena that looks and behaves very much like the real world.in which.avatars (are) controlled by real people, and in which a gamut of typical human social interactions occur.
  • 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
  • 36. Forterra Olive Focus on: Military/Government Healthcare Corporate training
  • 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) Content created through tools
  • 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
  • 39. www.pixelearning.com || info@pixelearning.com Key takeaways Virtual 3D Worlds Start with general platform then experiment with business focussed alternatives Start with easiest areas (recruitment, induction, orientation, team building?) Align to your business Learn from early adopters Small steps + big vision (roadmap)
  • 40. www.pixelearning.com || info@pixelearning.com [3] Serious games / immersive sims practice, learn by doing, experience, challenge, problem spaces, compete, apply, perform, assess, game the skill
  • 41. 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 Why use games & simulations?
  • 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
  • 43. Basically.. Is there a process , environment or system that can be conceptually and/or visually modelled and from which relevant and meaningful scenarios created? When is a Serious Games appropriate? www.pixelearning.com || info@pixelearning.com
  • 44.
  • 45.
  • 46. An opportunity to experience something from another persons perspective. Serious Games and sims www.pixelearning.com || info@pixelearning.com
  • 47.
  • 48. Unemployed Teacher Retired Security Guard 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
  • 49. Costs for Classroom Training vs. Serious Game Solution Assumes average costs/employee for classroom training at $200 (does not include lost time and productivity) Assumes initial Sim solution investment of $750K and internal variable costs of $2/employee. Inclusion of lost time and productivity would increase the savings as less time is spent using the serious game than in classroom training. Business Needs Identification {Cost/ROI}
  • 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
  • 51. A Four Letter Word?
  • 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
  • 54. 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 Why use a platform?
  • 55. www.pixelearning.com || info@pixelearning.com Key takeaways Serious Games / simulations Dont get hung up on semantics Start with small discreet nuggets Focus on easy wins (less complex, generic topics) Measure, measure, measure Outline a strategic roadmap
  • 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
  • 57. Kevin Corti, CEO founder & Chief Learning Architect [email_address] Company web: www.pixelearning.com LinkedIn: www.linkedin.com/in/kevincorti Blog: http://theevilnumber27.wordpress.com +44 (0) 24 7623 6971