Top of your game learning technology v2
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Transcript of Top of your game learning technology v2
“Top of Your Game” L&DRole of new technologies
Phil Aspden
Career 1: Librarianship/ Information Science
CuratingFacilitating[pull paradigm]
Career 2: Adult Education
TeachingTraining[push paradigm]
Career 3: Learning technologies & Organisational Development
Curating FacilitatingCoachingTraining[Balance of Pull & push]
Digital natives? - do you have one at home?
Technology for learning?
The Environment• Consumerisation of IT• Knowledge and
information explosion• Generation X/Y/Z
[digital immigrants/ digital natives]
• Social Learning 70/20/10
• Economy
The Implications• Information/ knowledge available NOW
[provenance]• Higher expectations of technology [it
works!]• Pervasive connectivity & mobile
devices• Expect to use technology• Training is a [small] part of an
individuals development• Value for money / ROE questioned
Synchronous● Group of 2 or more● Interaction between people● Simultaneous communication● Requires planning, agreement and
'space'
Asynchronous● Individual● Interaction with pre-designed media
e.g quizzes● Communication across space and time● Fits to own schedule
Learning activities
Teaching/ training Learning/ development
Quick exercise
Draw up a list [2 columns] of the synchronous/ asynchronous training & learning activities that take place in your organisation now.
Quick exercise – a different lensIn your lists highlight the formal training & learning activities that take place in your organisation now.Formal = organised/ instructor lead
Asynchronous Synchronous
Hybrid Learning
Mobile Learning
* 70/20/10 learning concept was developed by Morgan McCall, Robert W. Eichinger, and Michael M. Lombardo at the Center for Creative Leadership
70/20/1070% - from real life and on-the-job
experiences, tasks and problem solving. 20% - from feedback and from observing and
working with role models10% - from formal trainingCuration
Facilitation
Performance management
[ coaching mentoring]
Pressures to develop asynchronous & informal methods of both training and learning• Natural & less formal• Time• Money• Quality of results• Using face to face time more
productively
The balance shifting toward informal asynchronous• Use forums/ chat etc. to retain cohort interaction.• Interactive activities [some may be synchronous! –
chat web conferencing etc], wikis, glossaries.• Develop coaching & mentoring skills• Greater use of ‘mobile’ learning devices –
smartphones/ tablets etc• Generation Y/Z/ igeneration [digital natives] – suits
their style• Instructional design becomes a crucial skill
Flipped Classroom
Khan Academy
Learning technologies – training [synchronous]
• E learning – content• Simulation Models• Greater use of video• Simulation Virtual reality [
virtual patients]• A 3D classroom• QR codes – scan for training notes
Social Learning Frameworks“If IBM knew what IBM knows – we would be unstoppable!”
Intellectual CapitalKnowledge transfer
Social learning• Compliment and enhance ‘formal’
programmes• On the job learning 70% + 20%• Just in time solutions [find it!]• Capturing knowledge and transferring it• Simple changes [programmes moved
from LMS to a social platform >40% usage]
• Sharing of ideas/ cost savers/ service improvers e.g Mini achieved £11m savings by asking each employee for 3 cost saving ideas per year [compulsory and followed up] .
LMSAPP
Formal - Synchronous
Informal - Asynchronous Learning captures
LMS
Dreaming, Exploring, Locating. Understanding the New Customer Journey - Fitch
http://www.fitch.com/think-article/dreaming-exploring-locating-understanding-the-new-customer-journey/
New hats on old heads
• Virtual/ asynchronous – Action Learning
• Virtual/ asynchronous - Solutions Circles
• Virtual/ asynchronous – Coaching• Video – performance managementNo longer local activities
• Tests & quizzes – by text• Feedback – little and often/
formative & summative & impact [e.g Kirkpatrick]
Next Steps?