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RePubIT - Case for Interactive ePub3 in Corporate Learning
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Transcript of RePubIT - Case for Interactive ePub3 in Corporate Learning
THE CASE FOR INTERACTIVE EPUB3
How Interoperable Networked Learning Objects Improve Learning Effectiveness, Just-in-Time Performance Support, and Training Programs.
Table of Contents • Knowing-Doing Gap • Vision • Engine of Learning
– Networked learning objects – Distribution platform
• Interactive ePub3 Demo • Questions
RePubIT Team John B. Costa - President / CEO Michael J. Moon - Partner / Consultant Dr. Ian Gibson PhD - Partner / Consultant Dr. Atsusi “2C” Hirumi PhD - Key Advisor & Consultant Network Partners: Content Development, Production Services, Reading Platform Development. Industry Standards Bodies: IEEE, BISG, IDPF (ePub), IMS Global, ADL (xAPI), Edupub Advisory Board: Roger Mundell - UDUTU Learning Systems, Inc.
Tyde Richards - IEEE / ADB & STEM
THE KNOWING-DOING GAP SOCIAL LEARNING AND EMPLOYEE ENGAGEMENT
Training & Performance Support • Ongoing investment in all companies
Images ©2014 freedigitalphotos.net
Gap Acceleration • 5 Years = 10X change
means – Individuals fall farther behind – Become less productive – Add less value – Become less employable – Drain profitability
• Consequence – Less competitive – More likely takeover target
We all learn differently • At different rates • For different reasons • One size fits all?
– Not particularly well
• “Learning Preferences” not learning style
• Why most training fails
• Learning how adults learn – Adult learning and ESL – Khan/Flipped Classroom – Pair programming/agile
• Demand – Innovate learning
processes
• Solution – Social Learning
Closing the Knowing-Doing Gap
Our Vision • Mobile
– Native to tablets and smartphones • Social
– Live help, study buddies, private messaging
• Small chunks – 15, 7, and 3 minute learning
intervals • “Network learning objects”
– Atomic unit of learning – Media + Metrics + Real-time
reporting • “Knowledge GPS”
– Skill attainment validation – Next-best thing to learn – Enterprise wide dashboard
• “Gamification” – Adult learning best practices
• Small-group projects • Fast feedback cycles • Rewards and recognition • Badging and leader board
– Immersive • Multimedia sequences • Game-like engagement • Popup quizzes and assessment
• Transmediation – Curricula disaggregation – Reconstituted as networked
learning object – Assembly in mobile native forms
Closing the Gap • Problem to solve
– Effective learning that fits the mobile engagement modes of today’s workers • Solution components
– Articulated knowledge: Procedures, training material, etc. – Tacit Knowledge: SME Interviews, practitioner discussions, etc. – Knowledge validation: Lean manufacturing of learning intervals
• Innovation process design – Mission and business goals: Training, performance support, employee
engagement, institutional knowledge – Readiness assessment: What works, what is broken/missing, etc. – Minimum viable products: Fast-cycle hypothesis-testing – Engagement: Bottom-up user feedback
ENGINE OF LEARNING NETWORKED LEARNING OBJECTS AND ACTION SETS
Engine of Learning • Learning Intervals
– 15, 7, or 3 minutes • Mobile Engagement
– Action Sets • Social Environment
– Scheduled and ad hoc peer mentoring
• Digital Assets – networked learning objects
• Instrumentation – Real-time monitoring of
micro-learning activities • Learning Analytics
– Skill attainment dashboard • Prescriptive Action
– Suggested next lessons – Remedial exercises
Networked Learning Object Benefits • Faster time-to-fluency / skill
attainment • Faster training of new and
replacement staff • Documented compliance • Performance support
– Just-in-time learning • Faster, lower-cost updates
– Training material – Manuals – Corporate publications
ALTERNATIVES OPTIONS FOR IMPROVING TRAINING AND
PERFORMANCE SUPPORT
Easy Options • Do nothing, wait for
retirement • Form a committee to
study how to research the issue.
• Insinuate that someone else form/lead a taskforce.
• Buy an LMS and use technology in place of a “baked” strategy
• Hire expert training consultancy to parachute a solution into the organization.
• Fumble forward in DIY mode.
Four Essential Items to Address • Business needs skilled workers for innovation • Employees need to close personal “Knowing-
Doing Gap” • Align business protocols, performance support
and employee engagement. • Provide common cloud based platform & related
mobile learning material
• Learning, Performance support, and Personal Development
• Smartphones & Tablets • Mobile “ePub3” • Immersive • Interactive • Measurable
Images ©2014 freedigitalphotos.net
A Common Platform
• Self-directed study • Instant help / coaching • Small-group study circles • Scheduled 1-on-1 mentoring • Managed networked learning objects • Skill-attainment tracking and feedback
Social Learning Environments
Images ©2014 freedigitalphotos.net
This Will It Take? • Assessment • Planning • Coordination • Development • Testing
What can RePubIT do to help?
• Executive Briefings / Workshops • Readiness Assessment • Instructional Design
What can RePubIT do to help?
• ePub3 Prototype & Production • Learning Analytics / Metadata • Content Development
What can RePubIT do to help?
• Distribution / DRM • Integration • R&D / Standards Dev
Demonstration • Case for Interactive ePub3
– http://bit.ly/RPDemo1
• mLearnCon 2014 - ePub3 Experience xAPI Demo – http://vimeo.com/100840802
Thank You! Questions?
Michael J. Moon Partner – RePubIT LLC /
CEO – Gistics, Inc Oakland, CA 94618 USA
+1 510 450-9999 [email protected]
John B. Costa
CEO – RePubIT LLC Sanford, FL 32771 USA
+1 321 262-3626 [email protected]
www.linkedin.com/in/johnbcosta1
www.repubit.com