Date post: | 24-Jun-2015 |
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Education |
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LEARNING HAPPENS EVERYWHERETHE DISTRIBUTED LEARNING MODEL
• Social Learning• Project Tin Can• Mobile Learning and HTML5• Performance Support• Gamification• Flipped Curriculum
SOCIAL LEARNING
• Activities and experiences• Building community• Social media tools• Measurement
SOCIAL LEARNING
THE FILTER MODEL
SOCIAL LEARNING
THE FILTER MODEL
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
PROJECT TIN CAN
PROJECT TIN CAN
SEE EXPERIENCES UNFOLD
• 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
PROJECT TIN CAN
REMAINING RELEVANT
PROJECT TIN CAN
THINK OUTSIDE OF THE LMS
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
• Learn tools (Storyline, Lectora)• Think creatively about JavaScript• Which browsers are your learners using?• Consider multiple versions• Mobile is great for performance support
MOBILE LEARNING AND HTML5
REMAINING RELEVANT
MOBILE LEARNING AND HTML5
BROWSER BASED
MOBILE LEARNING AND HTML5
BROWSER BASED
PERFORMANCE SUPPORT
• Self-sufficient and self-reliant• Before, during and after• 10 seconds, 2 clicks• Seamlessly embedded• On demand, moment of need• Gamification
• Think in terms of before, during, after, ongoing
• What will they need on the job?• How can mobile help?
PERFORMANCE SUPPORT
REMAINING RELEVANT
PERFORMANCE SUPPORT
10 SECONDS, 2 CLICKS
GAMIFICATION
• Game mechanics• Motivation techniques - rewards• Increased engagement• Encourage learners to engage in desired
behaviors• Identify top contributors and experts• A path to mastery
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
GAMIFICATION
INCREASED ENGAGEMENT
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
FLIPPED CURRICULUM
SELF-PACED WORK = CLASSWORK
• Microlearning• Pull out lecture components• Integrate videos into group discussion• Individualize the group sessions
FLIPPED CLASSROOM
REMAINING RELEVANT
• Examples• Baby steps• Just do it• Statistics• Find a champion
TIPS
GETTING STARTED
• Informal Environments• Project Tin Can• Mobile Learning and HTML5• Performance Support• Gamification• Flipped Curriculum
SUMMARY
REMAIN RELEVANT