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Mobile Learning

    A.J. Ripin
    Strategist, Future and Emerging Technologies, MovingKnowledge
    Practitioner, METIL, IST, UCF




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
UCF CoM (College of Medicine)
                                                                                                                                Simulation


                                                                                                Reality Medicine Simulation Engine
                                                                                                                                                                                                                 Sample Projects
                                                                                                                                                                                                                                          NSF
                                                                                                                                                                                                                               Mobile App Integration
                                                                                                                                                                                                                                       Aid Tracker: Haiti Relief



                         Google
                    Leadership Training
                                                                       Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.




                                                                The Moving Knowledge Engine
                                                                  – Seamless Integration of:

                                                                          Mobile                                                                                                                                        ONR request and NSF assessment funding




                                                                       Games and Simulations                                                                                                                      Johnson & Johnson PRD
                                                                       Virtual Worlds                                                                                                                             3D University
                                                                       Collaborative Technologies                                                                                                                                            Corporate Mobile
Mobile My Sports Pulse Challenge                                      Web 2.0 and beyond                                                                                                                                                     Learning, Virtual Worlds
Mobile Simulations for Science, Technology,                                                                                                                                                                                                  and KM/Collab
Engineering and Math (STEM) Education
             Innovative                                 Defense Acquisition University (DAU)
             integration of 3                                                        On-the-Job Simulation
             domains:
               STEM Education                                                                                                           Contingency Contracting
                                                                                                                                                     Simulation
               Sports Theme
                                                                               Training simulation for DAU
               Mobile Technology                                               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




    Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
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)
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
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
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)
Computer Adaptive Testing-
                                                           Intervention Spacing

                  Spacing Effect
                            First discovered in 1885 by cognitive
                             psychologist Herman Ebbinghaus
                            Mind loses ability to recall based on a defined
                             curve
                            Most efficient time to study a specific piece of
                             information is the point along the curve at
                             which it will soon be forgotten


Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
Intervention Spacing
                  Memory Curve
                            Varies according to individual
                            Differs from one piece of information to
                             another

                  Implications for Assessment
                            Curves for each learning objective and
                             individual user must be plotted independently
                            Dynamic formative assessment
                            Personalized learning assessment

Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
Intervention Spacing




Practice 3
         1
                           Once the information has been reviewed, the curve
                            flattens and the study interval increases.
                           After a few repetitions the information has been firmly
                            imprinted in long-term memory.
  Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
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
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
Mobile
  Interval
  Spacing
Algorithm
Creating Intervention Spacing




   http://www.spaceded.com/
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
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)
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
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.
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
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)
Performance Support (Tyco)




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
Performance Support (Tyco)




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
Performance Support (Tyco)




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
Haiti Relief App
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
DoD, UCF and Allogy spinoff
               Partnership
Mobile Augmented Reality is:
           One’s perception of reality enhanced
            through the technology of a
            handheld device.




                                                                                                                    http://www.engadget.com
                                                                                                                    /2009/12/03/layar-3-0-
                                                                                                                    reunites-the-beatles-in-
                                                                                                                    3d-augmented-reality/


Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
Sample Uses of AR
               Layar Office
                (Onboarding)
                  walk into and
                    access
                    information about
                    the company,
                    layer content, job
                    openings
                  enabling a 360
                    degree view of
                    the space, look up
                    at the multilevel
                    ceiling, down at
                    the tile and
                    wooden floors,
Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
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
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)
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/
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/
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
Sample Uses of AR
               Snowboard
                Hero
                (Gaming/
                Gamification)
                  Plug-in to
                   Traditional
                   Gaming


                                                                           http://www.youtube.com/watch?v=jKr0w8z34vo



Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
 Snowboard Hero                                                          Sample Uses of AR
                (Gaming/
                Gamification)
                  Plug-in to
                   Traditional
                   Gaming
                  Transforms
                   gaming to
                   interactive
                   experience
                  Supports
                   Gamification
                   Strategy                                                http://www.youtube.com/watch?v=jKr0w8z34vo



Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
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.
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.
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. .
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
The Great Debate:
                                                  Mobile Apps vs Mobile Web
                Mobile web can be platform agnostic
                GPS/Location Tracking no longer exclusive to apps
                Other Smartphone features being linked to Mobile
                 Web, like Camera, SMS
                Pre-Caching enabling pre-loaded data to device




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.   39
Tips for Designing mLearning
                                                                 Content
           Capitalize on Learner Behavior Being
            Implemented Outside the Office
           Start with a focus in the proven methods of
            Mobile Computing: E-mail, SMS, Photo, Apps,
            Camera, Video
           Consider how Mobile can augment or support
            existing Training Programs
           Studies indicate that user attention span on
            Mobile Devices starts to taper off after about 90
            Seconds—consider interactors every 2 min.

                                 Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving
Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
                                                                      Knowledge. All rights reserved.
Tips for Designing mLearning
                                                                Content
           Leverage existing Social Media Applications to
            reach more modalities with no additional or low
            cost
           Consider how highly regarded people view their
            mobile devices
           Focus on skill gaps—be highly targeted.
           Evaluate how to leverage user generated content
           Minimize keypad entry
           Focus on unique attributes of the mobile or tablet
            devices
           Point to existing content (try not to re-create)
Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
Building Mobile Content

           Mobile Web Wizard (Shoot Out)
                    Duration up to 90 Min; Individual/Group
                                   10    Minutes, Web Site Orientation
                                   20    Minutes Content Discussion, Storyboard
                                   30    Minutes Building
                                   30    Minutes Review and Debrief

                    Facilitator will assign one of the following
                     mobile web wizards:
                                   www.wapple.net
                                   www.mobisitegalore.com
                                   www.Wirenode.com
                                   www.winksite.com

Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
Thank you!

                  Follow us on TWITTER — @MobileLearning
                                         @MetalLab
                                         @Learning3Point0
                                         @TowerChallenge

                  Ping us on SKYPE — mobilelearning
                                 A.J. Ripin
                               Strategist, Future and Emerging Technologies
                                             MovingKnowledge
                                      ajripin@movingknowledge.com




Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.

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#learning3 #mobilelearning

  • 1. Mobile Learning A.J. Ripin Strategist, Future and Emerging Technologies, MovingKnowledge Practitioner, METIL, IST, UCF Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 2. UCF CoM (College of Medicine) Simulation Reality Medicine Simulation Engine Sample Projects NSF Mobile App Integration Aid Tracker: Haiti Relief Google Leadership Training Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved. The Moving Knowledge Engine – Seamless Integration of: Mobile ONR request and NSF assessment funding Games and Simulations Johnson & Johnson PRD Virtual Worlds 3D University Collaborative Technologies Corporate Mobile Mobile My Sports Pulse Challenge Web 2.0 and beyond Learning, Virtual Worlds Mobile Simulations for Science, Technology, and KM/Collab Engineering and Math (STEM) Education Innovative Defense Acquisition University (DAU) integration of 3 On-the-Job Simulation domains: STEM Education Contingency Contracting Simulation Sports Theme  Training simulation for DAU Mobile Technology  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 Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 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)
  • 7. Computer Adaptive Testing- Intervention Spacing  Spacing Effect  First discovered in 1885 by cognitive psychologist Herman Ebbinghaus  Mind loses ability to recall based on a defined curve  Most efficient time to study a specific piece of information is the point along the curve at which it will soon be forgotten Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 8. Intervention Spacing  Memory Curve  Varies according to individual  Differs from one piece of information to another  Implications for Assessment  Curves for each learning objective and individual user must be plotted independently  Dynamic formative assessment  Personalized learning assessment Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 9. Intervention Spacing Practice 3 1  Once the information has been reviewed, the curve flattens and the study interval increases.  After a few repetitions the information has been firmly imprinted in long-term memory. Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 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
  • 12. Mobile Interval Spacing Algorithm
  • 13. Creating Intervention Spacing http://www.spaceded.com/
  • 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)
  • 20. Performance Support (Tyco) Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 21. Performance Support (Tyco) Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 22. Performance Support (Tyco) Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 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
  • 25. DoD, UCF and Allogy spinoff Partnership
  • 26. Mobile Augmented Reality is:  One’s perception of reality enhanced through the technology of a handheld device. http://www.engadget.com /2009/12/03/layar-3-0- reunites-the-beatles-in- 3d-augmented-reality/ Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 27. Sample Uses of AR  Layar Office (Onboarding)  walk into and access information about the company, layer content, job openings  enabling a 360 degree view of the space, look up at the multilevel ceiling, down at the tile and wooden floors, Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 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
  • 33. Sample Uses of AR  Snowboard Hero (Gaming/ Gamification)  Plug-in to Traditional Gaming http://www.youtube.com/watch?v=jKr0w8z34vo Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 34.  Snowboard Hero Sample Uses of AR (Gaming/ Gamification)  Plug-in to Traditional Gaming  Transforms gaming to interactive experience  Supports Gamification Strategy http://www.youtube.com/watch?v=jKr0w8z34vo Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.
  • 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
  • 39. The Great Debate: Mobile Apps vs Mobile Web  Mobile web can be platform agnostic  GPS/Location Tracking no longer exclusive to apps  Other Smartphone features being linked to Mobile Web, like Camera, SMS  Pre-Caching enabling pre-loaded data to device Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved. 39
  • 40. Tips for Designing mLearning Content  Capitalize on Learner Behavior Being Implemented Outside the Office  Start with a focus in the proven methods of Mobile Computing: E-mail, SMS, Photo, Apps, Camera, Video  Consider how Mobile can augment or support existing Training Programs  Studies indicate that user attention span on Mobile Devices starts to taper off after about 90 Seconds—consider interactors every 2 min. Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. Knowledge. All rights reserved.
  • 41. Tips for Designing mLearning Content  Leverage existing Social Media Applications to reach more modalities with no additional or low cost  Consider how highly regarded people view their mobile devices  Focus on skill gaps—be highly targeted.  Evaluate how to leverage user generated content  Minimize keypad entry  Focus on unique attributes of the mobile or tablet devices  Point to existing content (try not to re-create) Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 42. Building Mobile Content  Mobile Web Wizard (Shoot Out)  Duration up to 90 Min; Individual/Group  10 Minutes, Web Site Orientation  20 Minutes Content Discussion, Storyboard  30 Minutes Building  30 Minutes Review and Debrief  Facilitator will assign one of the following mobile web wizards:  www.wapple.net  www.mobisitegalore.com  www.Wirenode.com  www.winksite.com Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved.
  • 43. Thank you! Follow us on TWITTER — @MobileLearning @MetalLab @Learning3Point0 @TowerChallenge Ping us on SKYPE — mobilelearning A.J. Ripin Strategist, Future and Emerging Technologies MovingKnowledge ajripin@movingknowledge.com Confidential. © 2009 University of Central Florida Institute for Simulation and Training. © 2009 Moving Knowledge. All rights reserved.

Notas do Editor

  1. http://bit.ly/pSqN8xhttp://slidesha.re/bSpq2h
  2. http://bit.ly/pZnOnL
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  4. http://bit.ly/pSqN8xhttp://slidesha.re/bSpq2h
  5. Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  6. 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.
  7. 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.
  8. First Down MarkerHockey
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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. 
  14. 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. 
  15. Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  16. Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes
  17. Icebreaker lef/right (exciing ones?) pick Insert slde learning outcomes