Learning is happening everywhere through social learning, Project Tin Can, mobile learning, performance support, gamification, and flipped curriculum. These distributed learning models focus on any time, anywhere learning through social media, capturing informal learning conversations, mobile apps and browsers, just-in-time support, game mechanics to increase engagement, and flipping instruction outside the classroom for more collaborative, self-paced work. Educators should remain relevant by embracing these new environments, capturing informal learning, and creating competitive, goal-oriented, mobile-friendly experiences.
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Will I Be Out of a Job? Remaining Relevant in a Social Learning Environment
1.
2. LEARNING HAPPENS EVERYWHERE
THE DISTRIBUTED LEARNING MODEL
• Social Learning
• Project Tin Can
• Mobile Learning and HTML5
• Performance Support
• Gamification
• Flipped Curriculum
3. SOCIAL LEARNING
• Activities and experiences
• Building community
• Social media tools
• Measurement
6. SOCIAL LEARNING
REMAINING RELEVANT
• Mine for need—A in ADDIE
• Get to know your social learning
environments
• Capture the water cooler conversations
• Integrate formal with informal
• Strategies for community building
9. PROJECT TIN CAN
REMAINING RELEVANT
• Think of all of the ways someone could
learn about the topic
• Capture what’s happening informally
with statements
• Self-reporting
• No longer constrained by the LMS
• Learn more: TinCanAPI.com
11. MOBILE LEARNING AND HTML5
• Any time, anywhere
• Focuses on the mobility of the learner
and mobility of the instructor
• Collaborative
• Native apps and browser based
• iPad
• Open Standard
12. MOBILE LEARNING AND HTML5
REMAINING RELEVANT
• Learn tools (Storyline, Lectora)
• Think creatively about JavaScript
• Which browsers are your learners using?
• Consider multiple versions
• Mobile is great for performance support
15. PERFORMANCE SUPPORT
• Self-sufficient and self-reliant
• Before, during and after
• 10 seconds, 2 clicks
• Seamlessly embedded
• On demand, moment of need
• Gamification
18. GAMIFICATION
• Game mechanics
• Motivation techniques - rewards
• Increased engagement
• Encourage learners to engage in desired
behaviors
• Identify top contributors and experts
• A path to mastery
19. GAMIFICATION
REMAINING RELEVANT
• How can you create competition?
• Goals
• Frequent feedback
• Measure progress
• Rewards
• Peer motivation
• Hook
• Presentation
• ―The Gamification of Learning and
Instruction‖ – Karl M. Kapp
21. FLIPPED CURRICULUM
• Instruction moves out of the classroom
• Self-paced work moves into the
classroom
• Instructors can spend more 1:1 time with
each learner
• Learners can ―rewind‖ the lesson, work
through problems
• Greater teacher support, peer support
• Collaborative environment
23. FLIPPED CLASSROOM
REMAINING RELEVANT
• Microlearning
• Pull out lecture components
• Integrate videos into group discussion
• Individualize the group sessions
24. TIPS
GETTING STARTED
• Examples
• Baby steps
• Just do it
• Statistics
• Find a champion
25. SUMMARY
REMAIN RELEVANT
• Informal Environments
• Project Tin Can
• Mobile Learning and HTML5
• Performance Support
• Gamification
• Flipped Curriculum
Notas do Editor
So what is Project Tin Can, anyway?Click all that apply.The new SCORMThe Experience APIA food driveA cross-domain learning technology specificationA noun-verb-object statement structure to record almost any activityA 1920s phone experimentA way to track learning activitiesNASA’s nickname for the USSR’s first manned space flight