The document discusses how Qualcomm uses various technologies for collaboration, learning, and onboarding. It describes Qualcomm's use of Web 2.0 tools like wikis and blogs on their internal Qualcomm Innovation Network. It also discusses how Qualcomm has experimented with using virtual worlds like Second Life for meetings, training, and collaboration, though many users found it difficult to use. Finally, it outlines Qualcomm's use of mobile learning or mLearning through smartphone apps for onboarding new employees and just-in-time training.
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Qualcomm 2.0: Using Blended Learning, Web 2.0, Virtual Worlds, and Social Collaboration at Qualcomm
1. Qualcomm 2.0 OR -- Using Blended Learning, Web 2.0, Virtual Worlds, And Social Collaboration At Qualcomm Virginia Crockett & Barbara Ludwig Qualcomm May 5, 2008
2. Agenda How Qualcomm uses Web 2.0 for Collaboration, Innovation, and Idea Sharing Experiential Learning Mlearning and Onboarding
29. SecondLife User Experience SURVEY RESULTS Most users find it difficult to get set-up to access SecondLife. (71%) Potential uses for SecondLife: Team Building Scenario-based Training Collaboration/Meetings Majority of users were not likely to use SecondLife.
30. Pros Death of distance Power of presence, space, and co-creation Practice and repetition Enrichment of experience Instability Security Rules of engagement Hardware requirements Metrics Limitations on attendance Learning curve Integration with programs Cons
33. Any activity that allows individuals to be more productive when consuming, interacting with, or creating information, mediated through a compact digital portable device that the individual carries on a regular basis, has reliable connectivity, and fits in a pocket or purse. The eLearning Guild
34. Determining mLearning Landscape SURVEY RESULTS Most employees do have a data enabled phone. (over 80%) Almost all employees always keep mobile device with them. Main uses for data: SMS text messages, email, web surfing. Over 75% of employees say they would use mLearning .
(need to blind idea name) Using collaboration and social networking technologies for innovation and learning: Main Page for QIN: QIN Objective: Featured Top Business Plans Managers Corner-Decision Market Winners Venture Fest 08
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Companies are using SL to feature a corporate presence and to build brand identity and recognition. Marketers uses it to show that the enterprise is visionary and worthy of consideration for employment, or that its products and services are innovative. They research the market to identify additional business opportunities, market preferences, etc. Mazda Mazda launched its latest concept car and allowing anyone to take the car for a virtual test drive. Dell On Dell Island, The Second Life store links in real-time to the Dell.com e-commerce system, so visitors can purchase real PCs with US dollars. The island features a virtual replica of a Dell factory, a walk-though model of a Dell XPS 710 PC Adidas Adidas opened an outlet introduced a new shoe called the a3 Microride. When you buy the shoes in Second Life, they let your avatar to bounce and jump.
SL is used to allow remote co-workers, peers and experts to collaborate in real time via virtual meetings to hold discussions, create p rototypes, etc. IBM describes their space in SL as a gathering space where IBM salespeople, clients, and partners can meet, learn, and collaborate, and conduct business. IBM developing codes as part of a global team Intel is using SL to allow developers of multicore, manageability, and mobility technologies to interact with Intel engineers and experts. For example, The new Intel Software Network area will offer online training, Webcasts, and meet-the-experts events, as well as the "Braniac Warbots" contest, where developers will be able to use the Second Life standard Linden Scripting Language (LSL) to build robots that compete. QESmeeting
Educational Uses of SecondLife (video) : http://www.youtube.com/watch?v=DJTzNSV8pb0 SL allows the creation of environments for distance learning, simulations and corporate training where individuals can practice skills, try new ideas, and learn from their mistakes in a safe environment. University of Southern California is exploring how virtual worlds can be used as effective tools to bridge cultural gaps, to foster new ways to resolve conflict and to learn and teach new skills in dealing with each other to build a better world. The University of Houston uses it in a Design Economics course where designers test their design and entrepreneurial skills in a virtual market. IBM is using it to expedite orientation and improve mentoring. New employees from India, China and the US use avatars to mingle, interact and share ideas before their first day at work. They Intels Second Life area has links to Web content, webcasts, online training, videos, Web sites, and blogs.
Experience getting set-up in SecondLife --- Difficult - 71% Potential uses --- #1 Team building, #2 Scenario-based training, #3 Collaboration / meetings Likely to use SecondLife? --- Not likely - 57%, Somewhat likely - 43%, Very likely - 0%
Transformed instructor-led model to blended model with a focus on mobile learning. Blended model follows Rossett and Frazees (2006) anchor blended model, which recommends the use of independent interactions with online resources assessment, exercises, reference - after a classroom event. Starts with IL class, followed by mobile modules, text messages, and mobile/online survey.