3. What I learned today on Twitter
iPad Studies at Abilene Christian U. Dig Deep
into Learning Outcomes http://bit.ly/q0lNGU
25 percent higher on the transfer learning
assessments
Top 100 Tools for Learning 2011
http://bit.ly/qonXC3 (# 5 Prezi - presentation
software, #11 diigo - social annotation tool)
4. Mobile Phones, Toothbrushes and
Tablets
Americans and Their Cell Phones (PEW Study
August 2011)
53% of American adults own a smartphone
51% of Adults used their handsets at least once
for quick information retrieval in the last month
90% of Americans use their mobile handsets either
for texting or sending pictures
73% of Americans use their handsets for both
5. Mobile Phones, Toothbrushes and
Tablets
Americans and Their Cell Phones (PEW Study
August 2011)
On Average, Americans spend 2.7 hours per day
socializing on their mobile device
42 percent said they used their mobile phones
to help combat boredom
13% of Americans admit to using their cell
phones to prevent unwanted social
interactions
6. Mobile Phones, Toothbrushes and
Tablets
Global Perspective (Digital Buzz August 2011)
Greater than 4 Billion Mobile Devices Worldwide
Almost 1.2 Billion are smartphones
Greater than 3 Billion are SMS Enabled
2.25 Billion Toothbrushes in Use
Worldwide (Hirsh)
10. Mobile MySportsPulse
Science and Math education
combined with sports through
mobile learning
Can be done through SMS,
IVR, email or web browser
Voice recording or video from
sports celebrities
Answer sent back and scored by
automated system
Timed intervals that have
been proven to produce
learning outcomes and
reinforcement
11. Mobile MySportsPulse
Impact/Summary
The numbers, even short-term,
are promising, and point to the
significant impact that MSP can
have on our education system
and society as a whole should the
program vastly broaden its reach
and implementation.
Nearly 97% of students feel
somewhat to very comfortable
using a cell phone for learning.
After completing the program,
16% of participants expressed a
greater interest in math and
science, and sports watching and
sport playing both increased,
94% and 30% respectively.
Media Article and Video of the My
Sports Pulse(tm) Project
http://bit.ly/nsDYbM
14. UCF College of Medicine
Dr. Juan Cendan,
Dean of Simulation
and Clinical Skills,
UCF CoM
Virtual Patients
NIH Grant for AI and CDSS
Pervasive Virtual Family simulation
(online and mobile apps, email alerts, voice mail
from patient actors using Moving Knowledge)
14
15. Changing Learning Landscape
Dramatic Shift in the Workforce
Millennials currently compose roughly 35% of
the US Workforce, and are projected to be
47% of the US workforce by 2014. (Willyerd)
Preferred method of training is Mentoring and
not Instructor-led Training; first generation
ever. (Willyerd)
16. Google Leadership Game
Interactive experience using Moving
Knowledge for leadership, new product launch
and presentation skills
Represents a “gLearning” mashup with 7-8
Google tools- YouTube, Gmail, GoogleDocs,
Moderator, GoogleTalk, etc.
1 Month curriculum created and produced in 3
weeks. 1 year program in 6 weeks. Time and
Cost Efficient
17. Google Leadership Game
Email
SMS
Web
IVR
Moving Knowledge
The Moving Knowledge Engine is able to interface with Multimodal
several modes of communication including Text Messages, Delivery and
Interaction
Email, Interactive Voice Response, and the Internet giving
users the ability to access content from virtually anywhere.
18. Curriculum for gLearning @ Google
The Moving Knowledge engine bridges the gap between Google content and
applications by providing keywords that can be tracked as part of the game engine.
Gmail This allows for statistics to be shown on Leader boards, Curriculum Tracking for
Triggered effective analysis and customized reporting.
Content-Wk1
(1 of 5 ) Week 1
(2 of 5 ) Week 1
(3 of 5 ) Week 1
(4 of 5 ) Week 1
Gmail
Week 2
Triggered
Content-Wk2 Google Apps thru Secure Cloud
Debrief Sessions via
(1 of 5) Week 2 WebEx Virtual Classrooms
(2 of 5) Week 2
(3 of 5) Week 2
(4 of 5) Week 2
Gmail Moving Knowledge
Week 3
Triggered
Content-Wk3
Game Engine
(1 of 5) Week 3 Leader Boards
(2 of 5) Week 3
Curriculum Tracking
(3 of 5) Week 3
(4 of 5) Week 3 Reporting
19. Changing Learning Landscape
Increasing Mobile Workforce
The number of mobile workers accessing
enterprise systems worldwide topped the 1
billion mark in 2010 on the way to 1.2 billion
by 2013, or more than a third of the world’s
workforce. (IDC)
24. Case Study:
Aphra Communications
Global Public Relations
Agency
Team of independent
contractors in the USA,
Mexico, Bolivia,
Argentina and Brazil
Uses OANDA app
(Blackberry) to keep
track of foreign
exchange rates without
having to log on to the
web
Source: Aphra Communications 24
28. Contingency Contracting Simulation
Training simulation for DAU
Uses elements of role
playing and pervasive or
Alternate Reality Gaming
Uses common technologies:
email, phone calls, SMS
Students interact with in-simulation characters
To accommodate small, asynchronous groups
most elements are pre-produced and
delivered through automated system
28
29. Changing Learning Landscape
Gamification
Defined as the use of gameplay mechanics for
non-game applications.
Analysts predict that by 2015, more than 50%
of organizations will gamify their innovation
processes. (Gartner)
By 2014..more than 70% of Global 2000
organizations will have at least one gamified
application… (Gartner)
30. Gamification in the Enterprise
Case Study: Next Jump
Next Jump, the rewards
company created an
internal platform that was
designed to increase the
staff's use of the
company’s gym.
Employees were split into
five teams and the team
that recorded the greatest
amount of exercise time
received a cash based
reward.
http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-
engagement/
31. Gamification in the Enterprise
Case Study: Next Jump
The gamification of going
to the company gym
increased the amount of
staff who exercised from
20% to 70%.
Behavior modification
resulting in about half of
those employed by Next
Jump beginning to exercise
regularly.
http://skedx.com/uncategorized/how-gamification-is-being-used-successfully-to-increase-employee-
engagement/
32. Best Practices
Keep it Simple, Clear and Easy to Understand,
Yet Dynamic
Key Characteristics:
A Goal
Obstacles
Competition/Collaboration
Tangible/Intangible Incentives
No Enter/Exit Restrictions
Increases Cohesion, Engagement, Ancillary
35. Changing Learning Landscape
Social Gaming
Social games are web-based games that can
be played with other people and include
interactive elements or content that can be
shared online.
The competitive element associated with
sharing achievements publicly has also been a
key driver: the fact that everyone in your social
network can see your score is powerful, as it
has a real-life impact.
36. MyMarriottHotel
Facebook Social Media game
(Multiplayer)
Showcase’s hospitality career
opportunities by running
hotel kitchen (50,000 jobs to
fill worldwide by the end of
the year)
Players create restaurant,
hire staff, buy supplies, direct
incoming orders.
37. MyMarriottHotel
Players earn points for happy
customers…and lose points for
poor service.
Ultimately, players are
rewarded when their operation
turns a profit.
More than 12,000 active users
and more than 270,000 page
views. So far, most active
users are from the United
States, Egypt and India. .
38. SuperNutritionGame.com
Facebook-style mobile social game
Multiplayer, Multiplatform
Teaches the new FDA food pyramid through eating
for energy to perform missions that can get you
enrolled in Superhero school
Proprietary-leading Game Code
Rapid Authoring, Low Cost
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
First Down MarkerHockey
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
Starting this year in the U.S, 10,000 people a day are turning 65, and will continue to do so for the next 19 years. With a big dip in the Gen X population behind the Baby Boomer group, a natural conclusion is that we will need to get the newest workforce, Millennials -- also called Gen Y -- up to speed pretty quickly. Millennials currently compose roughly 35% of the US Workforce, and are projected to be 47% of the US workforce by 2014.And what is their number one preferred method of learning? Mentoring. Mentoring conjures up thoughts of one-on-one, long-term relationships. But it doesn't have to be so.Forward-thinking companies are reinventing the meaning of mentoring and using innovative techniques like Gaming to be able to scale in mass proportions to prepare for the future workplace.
With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations. The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users. Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests. They’ll earn points for happy customers…and lose points for poor service. Ultimately, they’ll be rewarded when their operation turns a profit.
With as many as 50,000 jobs to fill worldwide by the end of the year, Marriott International, Inc. (NYSE: MAR) will be the first in the industry to tap into the exploding popularity of social media gaming to help generate interest in hospitality careers. At My Marriott Hotel™ on Facebook (www.facebook.com/marriottjobsandcareers), gamers will first manage a “virtual” hotel restaurant kitchen before moving on to other areas of hotel operations. The game can be played in English, Spanish, French, Arabic and Mandarin.My Marriott Hotel is similar in concept to the highly popular Farmville and Cityville games, which have grown to a combined 135 million monthly active users. Gamers can create their own restaurant, where they’ll buy equipment and ingredients on a budget, hire and train employees, and serve guests. They’ll earn points for happy customers…and lose points for poor service. Ultimately, they’ll be rewarded when their operation turns a profit.