learning in 3d

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Karl Kapp and Tony O’Driscoll Learning in 3D Changing the game in Enterprise Learning and Collaboration

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Summary of Learning in 3D by Karl Kapp and Tony O'Driscoll

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Page 1: Learning in 3D

Karl Kapp and Tony O’Driscoll

Learning in 3DChanging the game in Enterprise Learning and Collaboration

Page 2: Learning in 3D

Slide: 2

Is there anybody…OUT THERE?

#lrn3d

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Book StructurePART I: EXPLORING THE POSSIBILITIES

Here Comes the Immersive Internet

Learning to Change

Escaping Flatland

PART II: BUILDING A BLUEPRINT Architecting Learning Experiences

Designing by Archetype

Learning from Experience

PART III: BREAKING NEW GROUND Overcoming ADDIE Addlement

Steps to Successful Enterprise Adoption

Rules from Revolutionaries

PART IV: JUST BEYOND THE HORIZON Back to the Future

Page 4: Learning in 3D

Chapter 1Here comes the Immernet

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Meet JessicaOMG, I AM SO BUSTED! . . . Mom found the bottle of vodka Tyler got us in the trunk of the car. . . .Get everyone on FB right NOW

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Webvolution

Connect“TO”

Connect“THROUGH”

Connect“WITHIN”

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New Value ChainInformation = Currency Individuals = Transport

Interaction = TransferInsight = Outcome

i4

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Chapter 2Learning to Change

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Meet Megan

1585-1587

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Mind the TRAP!

Now that we are moving from factory work to anytime, anyplace work, we need an anytime anyplace educational parallel.

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The Problem

KnowingFormalContent

TopicLearning

DoingInformalContext

TaskPerforming

http://www.flickr.com/photos/hansvandevorst/216877526/

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Chapter 3Escaping Flatland

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Do you Avatar?

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3D Learning Experience

Meet Jane and Jack

2D Synchronous Learning

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Unbounded Space

Social Interaction

Communities

User Created Content

Business

Unbounded Space

Social Interaction

Communities

User Created Content

Business Opportunity

Bound by a Narrative

Defined Roles

NPCs

Rules

Tokens

Ranks and Levels

Alphabet Soup

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The Sense of Self

The Death of Distance

The Power of Presence

The Sense of Space

The Capability to Co-Create

The Pervasiveness of Practice

The Enrichment of Experience

Differentiation

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Self

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Distance

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Presence

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Source: Joe Miller, Linden Labs

Perspective

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Co-Creation

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Practice

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Sources: Chris Davis, IBM

Experience

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Source: e-Learning Guild 360 Report – Synchronous Learning Systems. June 2007.

2D SYNCHRONOUS LEARNING

3D LEARNINGEXPERIENCE

Difference

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Source: With some help from Roger Shank’s use of same Mnemonic for Scenario Based learning

Flow

Repetition

Experimentation

Engagement

Doing

Observing

Motivation

Freedom!

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Chapter 4Architecting Learning Experiences

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Principles

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Macrostrutures

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Archetypes

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Sensibilities

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Architectural Alignment

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Key Questions

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Chapter 5Designing by Archetype

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Archetypes

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Knowledge Type and Archetype

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Chapter 6Learning from Experience

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Grounded in Experience

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FWI E&Y USHMM

Maps

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CATT BP

Maps

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Chapter 7Overcoming being Addled by ADDIE

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Build around specific OBJECTIVES

Create the right CONTEXT

Provide MINIMAL GUIDELINES

Allow opportunities to DEMOSTRATE LEARNING

Build in INCENTIVES

Design Points

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Chapter 8Steps to Successful Enterprise Adoption

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Create a problem statement.

Provide a problem description related specifically to the business or educational need you are trying to meet. Describe the current situation and indicate the cost of maintaining the status quo both in dollars and in lost productivity or opportunity

Provide a proposed solution—the rationale for choosing a VIE and what you hope to accomplish via the implementation.

State the key objectives and success indicators of the VIE.

Describe how current systems like the learning management system (LMS) and legacy content will be addressed and/or integrated into the process.

Compare solutions by making a financial, business, and/or educational comparison and analysis of the value of the VIE versus other solutions.

Make the final recommendation for action

Making the Case

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Chapter 9Rules from Revolutionaries

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RULE 1: Change the NAME Game

RULE 2: Build a Grass Roots Community

RULE 3: Begin with Business Issues

RULE 4: Connect to Core Motivation

RULE 5: Select the Right Pilots

RULE 6: Pilot Early and Often

RULE 7: Focus on the First Hour

RULE 8: Begin with the Familiar

RULE 9: Build an Evidence Base

RULE 10: Prime the Scale Pump

New Rules!

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Chapter 10Back to the Future

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Maturity and Archetypes

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Get Fired Up!

Embrace NetWORKed Learning NOW!

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Questions

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Connect

http://wadatripp.wordpress.com http://www.karlkapp.blogspot.com

Tony’s Blog Karl’s Blog

Facebook Fan Page

http://www.learningin3d.info/

Book Home Page