i-lovelearning 2014 [en]
DESCRIPTION
TRANSCRIPT
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@NetexLearning
#iLoveLearning14
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present trends
discuss be different
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We are
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strategy…
innovation!
xAPI m-learning Semantics
HTML5 Responsive Design etc.
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with a view to the future
Where We Are:
Spain UK India Mexico USA (NY) NEXT
Our Partners:
Ireland Italy Netherlands Mexico Uruguay New Zealand Australia
Internationalization
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Events Presence Learning Live, Learning Technologies
Prizes Presence European Business Awards, E-learning Age Awards
Collaborators Learning & Performance Institute xAPI (Tin Can)
New markets Publishing and educational world Residential Market
Position
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…towards an
ecosystem of e-learning solutions
learningCentral learningMaker learningCoffee
learningApp
learningSchool learningMaker learningFruit learningHub
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10 Trends
01
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MOBILE LEARNING
01
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Advantages
Easy access Just-in-time INFORMAL
Anytime Anywhere
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Mobile learning users dedicate 40 minutes more to training
40 minutes more
Mobile learning users prefer that their progress is tracked three
times more
3 times more
Mobile learning users are twice more likely to study in their free
time
2 times more
100% would train more on mobile format
For 99%, format and presentation improve their learning
For 75%, it allows them to better manage their time
For 45%, less time is required and understanding is not reduced
Sources: The iPass Global Mobile Workforce Report March 2012
Data
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BYOD
02
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BYOD
02
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Pros Cons Higher productivity of employees
Possibility to work with more flexibility
Costs reduction
It allows employees to provide a better service for clients
Risk in corporate data safety and privacy
It requires new policies of access control
It needs enough network resources to support the devices arrival
TI support needed for a variety of devices, applications and software
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BYOD
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of the organisations at global level are in the process of evaluating or implementing a BYOD strategy 60%
No plans
21% In evaluation
21%
Defined strategy
19% 19%
Implementing strategy
Obtaining information
25%
Source: CISCO BYOD Survey 2013
Data
“It is expected that by 2014 the average number
of connected devices will be of 3.3 per employee;
we finished 2013 with an average of 2.8”
“76% of those polled think that BYOD is a medium
or extremely positive trend for the organisation they work for”
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Use of smartphones and tablets in Europe
Sources: Ibex35, Fundación Telefónica, TNS Mobile Life
+Data
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CONTENT CHUNKING
03
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Dividing content in smaller fragments (byte-sized),
easily digestible and transferable
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Advantages
Understanding
higher withholding BETTER ACCESS AND DISTRIBUTION
+ Attention Make searches easier
Better
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RESPONSIVE DESIGN
04
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Automatic adaptation of content to the device from which it is viewed
“Create once and view it wherever you want”
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Advantages
user
Costs reduction
experience
better
EASY TO MANAGE AND UPDATE
prepared for the SEARCH
Ready for the future
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Data for 2014
Sources:
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Did you know that…
JAVASCRIPT RESPONSIVE
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CONTENT VISUALISATION
WITHOUT PLUG-INS
GAMES AND GRAPHS DIRECTLY REPRODUCED IN
THE BROWSER
COMPATIBILITY WITH MOBILE DEVICES
INTERACTION WITH OFFLINE CONTENT
EVEN THOUGH IT IS IN THE EARLY STAGES OF EVOLUTION, IT HAS MULTIPLE ADVANTAGES
MULTIMEDIA CONTENT PRESENTED IN AN ENGAGING AND REVOLUTIONARY WAY
IMPROVEMENTS IN THE SEMANTICS OF
PROGRAMMING AND IN THE USE OF JAVA
SCRIPT AND CSS3
EASILY FILTER, ORDER AND CONTROL THE CONTENT FOR USERS
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xAPI
05
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“Learning happens everywhere” New specification which allows the integration of a number of learning experiences, both online and offline
=
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Advantages
With or without
Structured data for the
an Internet connection WEB BROWSER NOT NEEDED
In or outside the LMS People travel with their data
On any device
analysis
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GAMIFICATION
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Advantages
public recognition
Continuous learning ENGAGEMENT
Virality Collaboration
Better
Play and learn Obtaining PRIZES
positive competitiveness
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Data • Gartner foresees that 70% of Global 2000
companies will have at least one gamified application of common use in the organisation.
• Gamification hopes to inspire more
profound connections and bigger engagements to change the behaviour, but it needs coherent implementations.
• The process of gamification will be multi-device and multi-platform, even
offline, affecting different systems in the company.
• The gamification tools market will reach 5,5 billion $ USA by 2018 from the current
420 million. (Marketandmarkets)
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CORPORATE
MOOC
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Advantages
Gets students attention Builds clients and partners LOYALTY
Efficiency in instructor costs
Instructor Led Training vs Catalogue content
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2013
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2014 corporate MOOC year?
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FLIPPED 08 CLASSROOM
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Flipped Traditional
Teacher’s lessons are consulted at home (video/podcast/books/website)
Students work in the classroom Higher level of concepts understanding and more connection with content Students receive all the help they need from the teacher
The teacher imparts the lesson
Students take notes
Students follow guided instructions
The teacher assesses
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Students work at home 5
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Data
26% of students and 34% of teachers have used tablets in
the classroom
47% of students want teachers to incorporate tablets as a
learning tool
Advantages of tablets
Digital content everywhere
Of students 69%
Of teachers 73% Have used digital
content in the classroom
A look into telepresence
Of students
33% Of teachers 31%
Have used telepresence in the classroom
Source: Learn Now, Lecture Later (CDW·G, 2012) read the report at CDWG.com/LearnNowLectureLater
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LEARNING ANALYTICS
09
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Learning Analytics is the measurement, compilation, analysis and presentation of data about the students and their contexts, in order to understand and optimise learning and the environments in which it occurs
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SKILLS RESTRICTIONS
CRITICAL THINKING
INTERPRETATION PRIVACY ETHICS
REFLECTION PREDICTION OPENED PROTECTED
OBJECTIVES DATA
COMPANIES
TEACHERS
STUDENTS
PROVIDERS
EDM
MACHINE LEARNING
STATISTICAL ANALYSIS
learningAnalytics
Targets
Method
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COLLABORATIVE LEARNING
10
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«The best results at work are produced by teams who work collaboratively.»
«The best learning results are produced by teams who learn in collaboration.»
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The keys
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Netex ecosystem
02
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• Versions repository • Template-based • Compatible (SCORM, xAPI) • Rapid learning • Simplifies maintenance
Create e-learning content in HTML5 • In the Cloud • Responsive design • Collaborative creation • Completely visual • Publishing with just one click
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• Blended learning • In the Cloud or in your servers • Certified by ADL (SCORM, xAPI) • Tripartite Foundation • Customisable • Scalable
Training management platform • By and for training • Integrable with your
ERP • Integrated LRS • Quick implementation • Pay per use
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• For iOS and Android • For xAPI content • Offline training
Mobile learning system • Specific training • Detailed tracking • Integrable with your LMS
(xAPI)
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• Quick and agile format (byte-size)
• Responsive design • By experts and universities
Soft-skills e-learning content • Free access • In the Cloud or in your servers • Pay per use
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Experiment
03
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Now that we have xAPI and we are free from SCORM we can create the content we want
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http://experimento.i-lovelearning.com
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What can we add?
a) b) c) d) e) f) g) h) i) j) k)
“Like” Reveal the results report Add more exercises Global ranking Gamification “badges” Ask the teacher a question Results reports Hidden exercises Portfolio of exercises Compare results Synchronise some students
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Relation with the trends
a) b) c) d) e) f) g)
Collaboration BYOD HTML5 Learning Analytics Gamification xAPI Flipped Classroom
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Can it be implemented in my organisation?
a) b) c) d) e)
Integration with LMS Integration with Portal Integration with any Software Mobile Authoring tools
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And finally…
04
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we suggest….
following weeks webinars and in-company presentations
90 days try and contact our product managers directly
Express and free of charge consultancy in A Coruña (come and tell us your idea)
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Thank you for your attendance!
SPAIN | UK | MEXICO | INDIA
http://www.netexlearning.com
@NetexLearning #iLoveLearning14