Corporate Training & e-Learning Blog

April 23, 2008

Do You Want to Advertise on This Blog?

Several readers have indicated interest in advertising on this blog. I have received these inquiries via your Comments to specific blog postings. Unfortunately, I am never able to write back directly to the inquirers because your email addresses are blocked in comments.

If you are interested in advertising here, please email me directly at jsweeney@cramersweeney.com. Thank you!!

Too Busy to Read? Try Text2Go!

I am an information junky. My laptop is exhausted from all the web searches I do on a daily basis - looking for information I must have, simply want to know, or am looking up for someone else. Anytime I need an answer to something, I "Google it" and always find the answer. The internet is incredible, and I can't imagine how I ever grew up during the 70's and 80's without this resource - and with only the local library (and my father's incredible brain-bank of knowledge) to rely on.

Given the amount of information I find and want/need to read throughout a given week, I can't aways find the time to, well, actually read it all! Not enough hours in a day or a week to keep up. I'm sure you know what I'm talking about! Then I was fortunate enough to have a lovely email exchange with Mark Gladding, Director of a company in Australia called Tumbywood Software. They have an awesome and affordable product called Text2Go!

Here's how they describe Text2Go on their website: "Transfer information from the web to your iPod / MP3 Player, so you can listen to it on the go and utilize time that would otherwise be wasted. Make productive use of those times when you're commuting, out for a run or in the gym. Designed to help students, doctors, lawyers, academics and knowledge workers absorb large amounts of information." It's very easy to use - I highly recommend that you check it out.

April 13, 2008

IBM Takes Online Corporate Training to New Heights

By Susan Jacobs

In an effort to provide its employees with extensive online training via virtual worlds, IBM has just announced that it will soon set up a private area of Second Life that is solely devoted to company personnel.

This is actually the beginning of an unprecedented partnership with Linden Lab, offering an enterprise-class version of the popular virtual world to IBM employees. Users will be able to effortlessly cross over from the mainland Second Life into the private area devoted to the company.

With IBM putting so much stock into the future of online corporate training and revenue-building virtual worlds, small to medium-sized companies are likely to follow suit. Big Blue has a reported 5,000 employees already in Second Life and the company wholeheartedly believes that virtual worlds will only grow from here.

According to a press release from the company:

This [partnership] marks the first time a portion of the Second Life Grid will be deployed behind a corporate firewall, with the goal of creating a solution that businesses can quickly deploy to get work done in a new way.

This blog has already mentioned that virtual worlds
could become as important as the Web itself. In fact, Linden Lab and IBM have been discussing this very subject for quite some time. According to a report from CIO, the two companies wish to "develop open-standards based technologies and methodologies to enhance the Internet's various virtual worlds and build interoperability between them."

This could very well lead to a massive network of different virtual worlds, all available to users who wish to seamlessly cross from one area to another. Indeed, it will also be a boon to professionals who are participating with online training and virtual boardroom meetings. It seems that every business professional in the world may have his/her own avatar before long.


By-line:

Susan Jacobs is a freelance writer as well as a regular contributor for CollegeDegree.com, a site helping students to learn more about
distance learning colleges. Susan invites your questions, comments and freelancing job inquiries at her email address susan.jacobs45@gmail.com.

March 09, 2008

First-Hand Second Life Experience

I recently attended a Second Life meeting. There were definite pros and cons to the experience, and I was attentive to how the environment really would suit a synchronous e-learning course. Shortly after, I read a short article by Tom Werner in which he lists what he believes are the plusses and minuses to using Second Life. Here they are:

Plusses:
  • Tom feels that the newness and novelty of the environment can get attendees charged, excited, and energized.
  • You can find "pleasant" meeting locations in Second Life, such as a park or patio or nice deck. This has a positive effect on meeting attendees.
  • While you are able to show PowerPoint slides in Second Life, Tom's experience must have been more positive than mine. For me, despite my high-speed internet connection, the entire environment (including the viewing of PowerPoint slides) was very slow and jumpy - almost not worth using. But the plus IS that you are supposed to be able to show slides in SL.
  • When compared with teleconferences or web-conferencing tools, attendees seem to enjoy the experience of "meeting with" physical representations of other attendees, not just their voices.
  • This is quoted straight from Tom: "There can be entertaining side activities in Second Life. Our avatars hopped into a nearby hot tub after the meeting." The meeting I attended certainly wasn't that fun!
Minuses:
  • Attendees should learn and practice how to navigate in the SL environment (not that easy to do) before attending meetings or e-classes. Any meeting or e-learning experience can be affected by newbies.
  • If your meeting is for sharing and discussing information, SL isn't worth it. Just "keep it simple" by using the tools you (and everyone else) already know. You'll save everyone time.
  • In addition to the SL environment being very sluggish and jumpy, another gripe I have about SL is this: Why would I be interested in "meeting" with people whose avatars look nothing at all like the real people, nor do they use the same name? No, it's not my lack of imagination. It's my complete lack of desire to be forced to remember/recognize two different faces/bodies and two different names for every one hot-blooded person. Seriously, my life is already complicated enough.
As Tom mentions, it's still a good idea for me and my associates to keep our noses in SL and other such tools and environments because it is important to follow their progress. Like fine wines, they can only continue to get better with time.

February 06, 2008

Today's Instructional Designer

In the last several years, a great deal has changed in the training industry, including our work environment, our education, tools, and learners. As a result, instructional designers need to change in order to keep up. Back "in the day," we developed training materials primarily for traditional instructor-led classroom settings and "pushed" learning out to learners. Now with the Internet, hand-held technologies, and an ever-growing multitude of training development software tools, we need to figure out our new roles. At the same time, we need to continue to champion, and occasionally defend, the real "VALUE" of instructional design to organizations. In a recent edition of Learning Solutions e-magazine (a publication of The eLearning Guild), Reuben Tozman wrote on this topic. The quoted text below is from Tozman's article.

Let's face it, we cannot keep operating the way we did 10 years ago. We certainly can't ignore rapid e-learning, m-learning, wikis, blogs, podcasting, virtual worlds, social networking, and other knowledge dissemination methods and tools. Instead of being responsible only for "pushing" information to our learners, we need to understand all of the ways in which learners can now "pull" information for themselves. At the same time, we can't get so caught up in the excitement of new tools ourselves that we lose our focus on the true learning results we need to ensure for our learners. We need to make sure that people can access our learning programs whenever they need them, and these learning programs must still be properly structured "to deliver the most effective learning experience possible." The bottom line: we cannot lose focus on the merits of true instructional design, no matter what the development tool or delivery medium!

With so many "easy-to-use" authoring tools available today, instructional designers are often expected to do it all (design and development). And my experience is that many IDs enjoy this new-found variety in their roles. Tozman fears, however, that our value as designers will diminish if we allow this to happen. He states, "This is because an instructional designer is supposed to avoid having to stuff material into a predefined box."

I believe that if we are good at instructional design, we have a technical aptitude, and our jobs and workloads offer the time and opportunity for both design and development, why not? Some of our instructional designers, in fact, welcome the variety of switching from straight ID work to occasional development tasks. (I do not mean that these people also do programming or heavy Flash work. That is something left completely to our programmers and experienced Flash developers!) Tozman's concern, however, is "the expectation, and the standard, for the instructional designer to have those skills." I do agree with that statement.

As an instructional designer who owns and runs an instructional design (ILT and e-learning) business and who also employs instructional designers and course developers, I happen to place a high value on someone who can straddle the line. I would never expect an instructional designer to do programming or to build a high-end, Flash-based e-learning course him/herself from the bottom up. But it certainly is nice to have IDs who have enough skills and technical knowledge to take some of the basic (and templated) development work off the plates of the developers and programmers. Plus, it's nice to know that everyone can then speak the same language and collaborate and communicate more clearly and effectively. It is also extremely helpful for client relations and communication.

Tozman states, "The skill that an instructional designer possesses....is the ability to systematically break down content so that it is applicable to learners and their learning styles. This is our value....Instructional designers merge a good understanding of psychology, learning theory, communication theory, and business acumen in order to be effective and valuable in their jobs." Tozman believes that to protect that value and those skills (not undermine them and water them down), IDs must keep their distance from technology. My counter-point is this: If IDs have an understanding of psychology, learning theory, communication theory, business acument - and much more, to be sure - aren't they even more effective and valuable in their jobs with some technical knowledge as well? I believe this to be the case.

February 04, 2008

2008 Trends to Shape E-Learning

In a recent article by Bill Brandon, editor of The eLearning Guild's Learning Solutions e-Magazine, I read that we shouldn't expect any huge changes this year in how we create or deliver e-learning. If anything, we will see small, gradual, and incremental changes brought on by industry and economic factors.

Brandon described several larger trends that will most likely affect the e-learning industry, such as the current/upcoming recession, increases in the availability of broadband and WiFi, and more mobile devices with 3G (wide-area cellular phone networks) and WiFi. These trends certainly point to the likelihood of continued growth in e-learning and m-learning across organizations.

With increased bandwidth and the ability to compress video files comes the increased use of video in both e-learning and m-learning, which I certainly noticed throughout 2007. Brandon hopes that 2008 will be "the year that video becomes a practical alternative to the ubiquitous PowerPoint bullet slide."

We can also expect to continue seeing a steady rise in enterprise social networking. You have all probably heard of Facebook. And many corporate employees read blogs (thank you for reading this one!!), use wikis, listen to podcasts, and have LinkedIn accounts (I do, too). We also utilize SharePoint here at my company to transfer large project files back and forth with our clients. Organizations already use social networks to share knowledge across departments, provide an avenue for "informal" self-directed learners, allow employees to stay connected and work collaboratively, etc.

Brandon made another interesting point that as technology continues to improve (always connected, more options, greater sophistication, better interfaces - like the iPhone and iPod touch, more engaging visual and audio elements) , user expectations will continue to rise. The limitations and frustrations experienced by e-learners who expect "more" will drive further advancements and innovation in e-learning creation and implementation. This will keep all of us e-learning professionals on our toes!!

January 17, 2008

Make Wishes / Grant Wishes

I have to share a wonderful, new website with all of you. This is not a corporate training/e-learning site, and you will quickly see that it's a bit off-topic from my usual posts. But bear with me - it'll be worth it.

Check out Wish Upon a Hero at www.wishuponahero.com. At this website, "No wish is too large, no hero is too small. Wish Upon a Hero is an online community of people helping people." Simply register for FREE, browse wishes already posted, post new wishes (anything at all, as long as they're "clean") for yourself and/or loved ones, and become a HERO by granting other people's wishes. It's that simple - and extremely effective in helping people. Over 4,000 wishes have already been granted in just a few short months!!

Members of the website have been forming local area forums all over the United States, and there are Wish Upon a Hero members now from all over the world. The website has been reported about in various newspapers, TV news programs, and radio programs. Be sure to share it with your friends, family, and co-workers.

January 16, 2008

Creative Training Delivery

When we think about today's most innovative learning methods, we often think about modern multimedia, such as game-based learning, simulations, and virtual reality. In ASTD's latest issue of T&D magazine, Paul Harris highlights several "terrific training ideas". I thought I'd share them with you:

1. "Laughing and learning" - Many business people are left brained, while most improvisational comedians use both sides of their brain. By learning how to use the whole brain (or at least tap into the right side occasionally), we can create more engaging ways to present information and break out of the PowerPoint mold. (Here at CramerSweeney, we are fortunate to have the resources of our own internal creative staff of art directors and multimedia/graphic designers!) Training is greatly improved by inserting some fun into it and emphasizing facts/information in creative ways - all with the goal of encouraging greater learning retention. (Take a look at a fun quiz that we created for our own website: Go to
http://www.cramersweeney.com/, then click on the Smart Marketing IQ box in the lower left corner.)

In this article, Harris mentions that improv-based training helps businesses enhance how "people adapt to changing environments, process information, work in teams, and collaborate across functional and geographic boundaries...The methods address an ever-evolving range of client situations and needs." Improv games teach workers more flexible responses to situations.

2. "Hit me with knowledge" - Harvard law professor Charles R. Nesson says, "Poker is a great game for learning how to size up things for yourself, get intorisk management, and channel aggression. A student who can hold his own at a poker table, I have no worries about when they enter the real world."

My 14-year-old son loves poker. I suppose I should be encouraging him to play more often - and let him teach me Texas Hold 'Em! Nesson has even formed the
Global Poker Strategic Thinking Society (GPSTS) among some Ivy Leagues, to promote poker as a learning tool. He also belives that poker skills can really help high school kids with math. Poker teaches you numeracy, probability, risk assessment, and subtleties vs. complexities.

3. "No, you first" - How can we increase socially responsible behavior on our roads? London and other Western European cities
tried something new on their roadways. They removed traffic lights and signs so that no one would have right of way. You would expect chaos to ensue. Lo and behold, by making sure no one had the right of way, accidents dropped 44%! Drivers and pedestrians suddenly began relying on eye contact with each other rather than signs. Imagine roads with no signs telling traffic to stop, yield, or merge, and no lines on the roads to guide traffic - these are called "naked roads." These naked roads actually dramatically improved harmony on the roadway. Now everyone looks out for each other!

4. "Point-of-need learning" - Knowledge (more than training) is increasingly becoming the answer to what workers really need on the job. Learning content providers will need to become capability providers. Instead of providing customers with proprietary content/training, companies will be teaching skill transfer capability - as 80% of learning happens on the job, not in the classroom. It's all about bringing training to people's workspaces.

5. "A virtual community blossoms" - As I have written in previous blogs and Harris reports in
T&D, virtual 3D worlds "have emerged as a bona fide educational tool." Organizations have begun using Second Life (a popular virtual environment) as a "place of engagement" - for employees and instructors to interact in formal or informal settings, and public or private spaces; role play; access resources; and engage in collaborative learning.

Virtual Worlds to Become as Important as the Web

Computerworld's Heather Havernstein provided (in the 1/9/08 issue) a synposis of a Forrester Research report which states that "within five years the 3D Internet will become as important to companies as the Web is today." Within five years? I am a bit skeptical about the strength of that statement, but I have a healthy wait-and-see attitude.

The Forrester report is titled "Getting Work Done in Virtual Worlds." It discusses the effect virtual worlds will have on remote collaboration, training, and building and sharing 3D models. While today's collaboration tools do not allow people to see gestures or emotions, avatars in a virtual environment can be directed to show these expressions. The report also says, "In a virtual meeting room, you can see who is present, who is multi-tasking, who has raised a hand, or who has been away from their keyboard so long that their avatar has fallen asleep." Professionals who can find specific value in virtual meetings are surgeons, architects, engineers, and product designers who use CAD or visualization systems to create projects. Examples cited in the Computerworld article include:

  • Duke University and Virtual Heroes are creating a high-fidelity 3D virtual environment to train teamwork and communication skills to health care workers
  • University of Maryland and the I-95 Corridor Coalition built a virtual world simulation of highway emergencies
  • Princeton University is using a 3D virtual world to manage distributed teams of a large-scale astrophysics project

January 07, 2008

Immersive Education - Online Learning Worlds

I read an interesting article in The Chronicle of Higher Education / Information Technology, by Andrea Foaster and dated 12/21/07. Harvard University has devoted itself to a multimillion-dollar non-profit project to build virtual-reality software exclusively for education in fantasy spaces like Second Life. Using interactive 3D graphics, web cameras, web-based telephony, and other digital media, the goal is to build 3D interactive lessons that will grab attention but without the violence and titillation used in many of today's online games. Backers of this project include Boston College, Harvard U., Amherst College, Columbia U, MIT, Sweden's Royal Inst. of Technology, Japan's U of Aizu, the Asraeli Assoc. of Grid Technologies, NASA, Sun Microsystems, the City of Bostm, and the New Media Consortium.

2008 e-Learning Predictions

This is the time of year when bloggers and organizations publish their predictions for the upcoming year. In his "eLearning Technology" blog, Tony Karrer offers his top predictions for 2008. Let me talk about a few of them now.

In my last post, I talked about how employees will be expected to become more competent and self-managed learners. This is where eLearning 2.0 comes in to play. Karrer predicts an increase in pressure to understand and apply eLearning 2.0. He also points out that mobile learning in 2007 continued to disappoint and that it has yet to take flight. Despite the fact that so many mobile devices today offer Internet access, large adoption of m-learning still won't be here in 2008.

Karrer predicts that companies will increase their attention toward ROI and metrics when it comes to corporate training and worker performance. The large LMS players will continue to add functionality, but most likely additional functions that we do not want or need. "Serious games" will continue to be talked about, but most of us will never get to build one, buy one, or participate in one.

Industry experts should hold frequent, targeted virtual discussions, as opposed to large, multi-topic virtual conferences. Finally, Karrer believes that "knowledge worker skills" will be a huge topic for 2008 but won't really take off until 2009.

January 02, 2008

Future Trends in Training

I recently attended an ASTD webcast titled "Future Trends in Training & Development". The speakers, Marc Rosenberg and Pat McLagan, had the following main points to make:

Learning will become less course-centric and more knowledge-centric. Instead of asking what courses they can take on a particular subject, learners will ask what knowledge is available on a particular subject. Learners will continue to become more independent and "self-taught" as it becomes increasingly easy and convenient for them to find information and knowledge at their fingertips - and right in their workplace. The web (specifically Web 2.0) is changing the internet experience from static information and transactions to dynamic collaborations, offering more interactive and personable experiences. As a result, learning will be revolutionized.

In today's workplaces, people need to think, analyze, and solve problems - not just do routine work and tasks. Therefore, it is becoming paramount that employees know where to look for validated knowledge, instead of trying to remember everything. As job responsibilities continue to require more cognitive and relational thinking and the work itself becomes a continuous and accelerated learning process, the development of personal learning skills becomes critical for both employee and company success.

What we can expect in the future, then, is more learners managing their own learning, and learning professionals supporting learners' efforts. This is referred to as professional and competent self-managed learning.

Learners must learn to:
  • Draw insight from information and extract learning from experience
  • Evaluate information quality (validate the information)
  • Become competent with a variety of learning resources
  • Use analytical, systemic, and creative thinking
  • Consciously manage their own learning
  • Help others learn
As learning professionals, we must learn to:
  • Help link organizational needs and learner priorities
  • Help accelerate the learning that organizations and individuals need
  • Ensure that individuals and managers have the learning capabilities and mental models they need
  • Make accelerated learning resources accessible; create knowledge management systems
  • Become a guide and facilitator of the new learning process

December 02, 2007

The Outsourcing Institute Survey

For those of us whose livelihood relies on the outsourcing of others, I was very interested to find the "Top 10 Drivers Behind Today's Outsourcing Decisions (in alphabetical order)". And they are:
  • Accelerate reengineering benefits

  • Access to world class capabilities

  • Cash infusion

  • Free resources for other purposes

  • Function difficult to manage or out of control

  • Improve company focus

  • Make capital funds available

  • Reduce operating costs

  • Reduce risk

  • Resources not available internally

E-Learning: Where Are We Now and Where Are We Headed?

According to a recent report by Global Industry Analysts Inc., “eLearning: A Global Strategic Business Report,” e-learning is on the rise, and demand for it is expected to exceed $52.6 billion by 2010 worldwide. The study said e-learning solutions are being incorporated in a large variety of informational and training applications at many corporations. E-learning is now the method companies use second-most often to deploy learning and development, according to the study.

The study also found the U.S. e-learning market is the world’s largest, as its 2007 revenues are expected to exceed $17.5 billion. Further, the U.S. corporate e-learning market share is more than 60 percent. Europe’s share (less than 15 percent) is the second-largest. The Japanese market is not as large, but because of globalization, Asia is predicted to experience a faster uptake — the study said its compound annual growth rate likely will range between 25 percent and 30 percent through 2010.

In regard to e-learning providers, the market is very fragmented, according to the study. It contains many key and niche players, and not all of them are online companies. Additionally, there has been a great deal of consolidation within the e-learning solutions markets — the study found many smaller companies merge with or are acquired by larger ones in a effort to expand offerings and remain viable.

The Global Industry Analysts Inc. report also reviews trends and issues in the e-learning market, as well as drivers, challenges, standards, product development, etc. It’s geared toward major geographic markets around the world, including Asia, Europe and the United States.

September 02, 2007

New CramerSweeney Website!

I cordially invite you to check out our brand new website for our family of CramerSweeney companies! We have had a lot of fun conceptualizing and creating it. Go ahead, spend some time exploring all the pages and links. In fact, we are still putting many finishing touches throughout the site (I just couldn't wait to announce it!), so be sure to come back frequently! I promise you won't be disappointed. ~ Jenna
www.cramersweeney.com

September 01, 2007

Immersive Learning Simulations (a.k.a. GAMES!)

Immersive Learning Simulations, also known as games, offer a competitive advantage in the emerging global market place, according to findings presented in the Guild Research 360 Report on Immersive Learning Simulations by The eLearning Guild. While it may be difficult for us conservative corporate-types to merge gaming and learning (and working) in our minds, let's face it, games can be a serious and highly effective (and enjoyable!) learning tool!

According to The eLearning Guild's report abstract, the report findings "validate the effectiveness of simulations, scenarios, and immersive learning simulations as viable and necessary in advancing the performance and skills of our current and future workforce facing the challenge of global competition." The survey also found a major increase in serious game-related learning projects being created by today's organizations.

Highlights of the findings from the survey on simulations, scenarios, and serious games include:
  • Of those members who have created immersive learning simulations (ILS) that have been in place long enough to measure, 82% believe they have received a modest or very good return on investment.
  • Of those members that have created immersive learning simulations, 97% believe that immersive learning simulations are better than other forms of rich skill practice.
  • In the next 12 months, 50% of respondents plan to "do more" mini games, 72% plan to "do more" simulations and scenarios, and 36% plan to "do more" immersive learning.
  • Learning professionals crave more information and help: 95% want great examples, 92% want resources for getting started, and 80% want ammunition to help sell ILS to their organization.
  • Affinity toward learning "games" differs significantly between men and women (more so than other learning modalities).
  • Many people work in organizations where the word "game" is filtered from browser searches.
  • 71% of those surveyed either totally or somewhat agree that the concept of a learning game is great, but that the term is a problem, and 83% of those surveyed believe the industry should reject the moniker "serious game" and adopt a better term.

Mobile Learning

We were recently awarded another m-learning project here at CramerSweeney Instructional Design (hooray!!), and I am always extremely interested to see how many other organizations are with us on the m-learning pioneering front. Fortunately, the eLearning Guild recently published a new report on m-learning called "Guild Research 360 Report on Mobile Learning." Here is what their survey findings reveal (extracted from an abstract of the full report):
  • 66% of Guild members are at least researching m-learning initiatives and 9% have actually implemented m-learning in their organizations.
  • 44.8% of Guild members plan to do more m-learning in the next 12 months.
  • The U.S. and Canada lag behind other countries in both current implementation and plans for m-learning. (That's NOT good!) 24% of Guild members in other countries have either implemented or are designing m-learning offerings vs. only 14% in the U.S. and Canada. Plus 57% of International members plan to do more m-learning in the next 12 months vs. 41% for the U.S. and Canada.
  • The top 3 barriers to the adoption of m-learning are concerns over content created for traditional media not working on hand-held devices, the lack of a standard for mobile delivery, and concern that screens are too small.
  • The iPhone (and products coming out that are now influenced by the iPhone) is expected to allay the concerns over compatibility and screen size and have a significant impact on the adoption of m-learning, as many learning activities developed for the web will work with little or no change on this new crop of portable devices.
  • Members who have implemented m-learning report a 52% improvement in user performance and an 83% increase in making learning available to users.
  • Of members who have implemented m-learning and who are able to evaluate return on investment, 88% report a positive ROI !!
Thank you, eLearning Guild, for these eye-opening survey results!

August 05, 2007

Video Games at Work? You betcha!

Here at CramerSweeney, we just added a basketball net, a ping pong table, and some other fun toys for our employees. In the near future, in fact, we are going to be adding a Wii. (I can't wait!) We want our folks to get out from behind their desks, move around, get some blood flowing to their brains, socialize, and yes... PLAY! (Hey, I want to get out from behind my own desk and play, too!)

Research shows that creating a fun office atmosphere increases productivity, boosts employee morale and solidarity, and also is a great recruiting tool that helps attract a younger workforce. As gaming at work is growing in acceptance, more and more companies are designating office areas for the sole purposes of gaming, playing, relaxing, socializing, and regenerating. In fact, at some companies, game rooms are the norm - especially at game development companies!

As an owner of CramerSweeney, I spend a great deal of my time here at our beautiful office - and love it. We want our employees to enjoy being here, too!~

Gamers Get the Jobs!

A few months back, I wrote about how I had long believed that playing video games for hours each week (as most kids do) couldn't be a good thing. The information I discovered and wrote about back then changed my mind. Now here is more rather surprising information about the benefits of gaming. This appeared in the Toronto Globe & Mail (7/14/07).

"Companies are placing greater value on workers who are well-versed in internet games," states an associate with IBM's Institute for Business Value. "Businesses are becoming internationally distributed, the pace of change is quicker, and there is additional data to handle, which are all challenges that internet gamers have to meet to help their virtual teams succeed. The leadership characteristics that make individuals successful in gaming make them successful in heading business groups as well." Such qualities include:
  • Being able to bring a large number of people together in a highly sophisticated network for the purpose of attaining a goal
  • Self-direction and interest in acquiring new skills and espousing new roles
  • Openness in taking risks and learning from mistakes
  • Collaboration skills and the ability to influence other people on the team
  • Ability to locate strengths and drawbacks in the company
  • Excellent communication skills

I can't help but wonder if my company's job postings should now include: "High proficiency and several years of experience playing video games."

Mini-Games!

ASTD's T&D magazine published a recent article called "Engaging Mini-Games Find Niche in Training". (Mini-games are also called micro games or casual games.) These are immersive learning simulations (ILSs) normally created in Adobe Flash and which last from 5-20 minutes. According to some industry statistics, 45% of respondents have deployed ILS/mini-games to their associates, and 48% more plan to use them more in the next year.

Who's doing this? Cisco Systems, Miller Brewing Company (one of our clients), and Canadian Standards Association were each highlighted in this article. Mini-games work really well in both e-learning and m-learning environments (PDAs and mobile phones, for example), as long the interface is simple and the graphics are clean.

Immersive Learning Solutions (ILS)

The eLearning Guild's recent research on Immersive Learning Simulations (ILS) reports that in the next 12 months there will be a:
  • 72% growth in simulation and scenario-based learning, and
  • 37% growth in e-learning games
Although the use of ILS is on the rise, there are still a number of barriers that prevent organizations from using games in e-learning - from a perceived difficulty in building this type of interacivity, to questions about the costs to build ILS, to the appropriateness of using "games" for e-learning. Of course, no one believes that corporate training games and ILS will be a passing fad.

Second Life + Wiimote

Imagine this. You are tasked with learning how to perform surgery, apply pesticides, or operate a nuclear power plant. And the learning tools provided to you are: Second Life and a remote control from a Wii (a popular video game system introduced several months ago). In other words, the Wiimote would be used during the training as a virtual scalpel!

Real-world simulations using these tools is being studied at MIT, where they believe that the Wii's motion-sensitive controller is "one of the most significant technology breakthroughs in the history of computer science" and the key to building training simulators within the virtual world of Second Life. Of course, the Wiimote is just an input device and does not teach anything in and of itself. The success of virtual training programs depends on how good the training scenario is.

The Wiimote's advantage is that it's a "human-centric" device, so the user knows untuitively what to do with it when they pick up it (like with a bat or a wand). The Wiimote provides the ability to easily integrate a wide range of psychomotor activities with simulations played on standard computer platforms - this will change the ways in which people interact with computers. See the full article in Wired magazine (7/27/07).

July 18, 2007

More on Second Life - It's NOT a Game

I came across an extremely informative article on MoneyCNN.com (written by Fortune magazine senior writer David Kirkpatrick) about the metaverse Second Life and the world of 3D online experiences - which really has become a phenomenon! The article was written earlier this year, so all of the numbers in the article (and quoted below) are outdated (too low now) - but you will get the idea!! Some interesting highlights include:

IBM's $10M: Last November, IBM CEO Sam Palmisano announced that it just started a $10 million project to help building out the "3-D Internet" exemplified by Second Life. Palmisano calls 3-D realms such as Second Life the "next phase of the Internet's evolution" and says they may have "the same level of impact" as the first web explosion.

All User-Driven: Although Linden Lab (the San Francisco company) created Second Life, everything is created by users, for users. The entire virtual world of Second Life is hatched completely by the users.

Text to Voice: As a highly social medium, you will see lots of other avatars all over Second Life. Text chat is ubiquitous, and voice conversation is coming (although no one has announced when).

3-D Net: Huge corporations like IBM see the "ability to use Second Life as a platform for a whole new Net - this one in 3-D and even more social than the original - with huge opportunities to sell products and services."

Big-Name Investors: Many big names have invested in Second Life already because they see it (like Microsoft or eBay) as "a venue in which thousands of ancillary businesses can sprout." Linden Lab's backers "include some of the world's smartest, richest, and most successful tech entrepreneurs." Some include a former columnist for Fortune magazine, the creator of Lotus 1-2-3 (the spreadsheet application that helped begin the PC software revolution - and I used to teach it to clients in corporate training classrooms!!), the founder of eBay, CEO of Amazon, and Microsoft's chief technology architect and inventor of Lotus Notes. These are some heavy-hitters in technology innovation, and they think Second Life may be next!! At least one man's prediction is this: "In two years, I think Second Life will be huge, probably as large as the entire gaming community is today."

Inception/Infancy/Linden Dollars: Second Life opened in June 2003. There was nothing there, nowhere to go, nobody to see. About 1,000 people kept visiting regularly and dreaming up cities, jungles, games, clubs, and all kinds of crazy avatars. Second Life was relaunched in January 2004 with greater focus on user creativity and in-world entrepreneurship. Linden also began allowing people to exchange real dollars ($) with Linden dollars (L). This allowed Second Life to become a real economy where residents can build, own, or sell their digital creations. In fact, about $600,000 is spent daily in Second Life, for an annual GDP of about $220 million!

Virtual Land: Linden's new business model focused on the sale of virtual land - and Linden Lab began generating serious revenue (that now grow at least 10% every month). They have sold 3,500 private islands, each equivalent to 16 acres in the real world. As the population increases, Linden simply creates more digital real estate! Each island costs $1,675 to purchase and $295/month to maintain. Some buyers subdivide their land and rent or sell it at a profit. IBM is one of the biggest landowners with over 24 islands!

Entrepreneurs Welcome! Any resident can become an entrepreneur. Wanna be a nightclub owner, jewelry maker, landscaper, pet manufacturer (huh?), store owner, beach owner, builder, ski champion? If you can dream it, you can do it - and make money at it. Take a look at one kinda famous Second Life resident, whose avatar is known as Anche Chung: She claims "to have accumulated a real-world net worth of more than $1 million in Second Life real estate. She now employs 30 people in China who build things and otherwise improve the land she buys and develops for resale." Something very nice happened to another Second Lifer who "developed a gambling game called Tringo, a cross between Tetris and Bingo. It becamse so popular that it has been licensed for Nintendo's Game Boy Advance!!

How to Make Money? Big companies like Nike, Sony, Toyota, Sun, and others have operations in Second Life. Some sell virtual clothing and other merchandise for avatars; some even move real product. There are about 65 virtual companies that have sprung up (been created) inside Second Life to serve real-world business customers. About 350 people work full-time for these virtual companies, and there are at least $10 million worth of such projects underway.

Where IS This Headed? This field of metaverses will become very competitive. We are in the earliest days of exploration, and no one knows exactly where we'll all end up. IBM's VP of technical strategy says, "Today virtual worlds are where video and VCRs were in the early 1980s, or where the web was in 1993."

So I say, hold on tight. This is guaranteed to be a very exciting ride!!

July 17, 2007

Virtual Worlds for Learning

Virtual worlds can be viewed across a continuum (as described by Tony Driscoll):
  1. Metaverse (such as Second Life) - For commerce and collaboration
  2. Intraverse - Where organizations try to extend their learning and collaboration technologies into the 3rd dimension. They want to do all the things that their LMS and collaboration software can do but extend it into the 3D realm.
  3. Interverse - To leverage the power of 3D for community and collaboration across firewalls.
So how can we create learning in virtual worlds? Here are a few suggested tools from Tony Driscoll (actually, these are really the only tools currently in the industry/marketplace at the moment - but that too shall change!):

Tony says, "If you want a platform that runs on 56K, integrates with existing apps, allows you to fire up a browser "in world," and oh-yeah integrates with your current LMS, you may want to check out Protosphere. Multiverse is a new arrival on the scene, but it seems to fit somewhere in between. And finally for all of us who are educators and have been salivating over "Second Life meets Moodle," check out Sloodle." You also have to look into Open Croquet. Go ahead -- Check 'em all out!!

VLWs (Virtual Learning Worlds)

If you read my previous post about m-learning on iPhones, now imagine m-learning on your iPhone while "inside" a virtual world!! Although the statement "The future is HERE!" makes no sense (since the future is always, well - in the future), lately I've been starting to believe that the future IS here.

Virtual worlds exist online, allowing people to assume virtual identities (called avatars) and interact with other live users. In these online worlds, companies build artificial (computer-generated) buildings and buy islands. The most talked-about virtual world is called Second Life. At this exact moment as I write this blog:
  • Second Life has 8,138,168 total "residents," 1,708,510 of whom have logged in in the last 60 days.
  • Right now, 45,836 are currently online and wandering around all over Second Life.
  • And real money is spent in this virtual world, to the tune of $1,747,346 US$ spent in JUST the last 24 hours!! (Yes, that alone boggles the mind.)
  • By the end of last month (June 2007), there had been 8,336 islands added in Second Life, with 928 added just in June alone.
  • Oh, and if you aspire to purchase land in Second life, there are 24,815,424 square meters available and for sale right now!
FYI - In order to visit most places in Second Life, you must sign up (it's free) and create an avatar for yourself.

Got the idea of how gynormous this thing is?? Many large companies have taken a strong interest in this emerging trend and are evaluating how they can leverage this technology to improve communication (to both employees and customers) and improve the productivity of their employees.

Some learning experts believe that virtual worlds just might be the future of e-learning and that online worlds provide new and effective learning environments. Younger people raised on video games are invading the workplace and demanding new online learning environments. No longer subjects of science fiction novels (such as Neal Stephenson’s 1992 novel Snow Crash), virtual worlds, avatars, and metaverses are here today. Some examples:
  • Cisco Systems has developed a training island in the virtual 3D world – or metaverse – called Second Life. The training island has classrooms, areas for students to mix and mingle, and a teleportation system.
  • IBM has launched a number of workplace learning initiatives within Second Life, such as virtual new employee orientations and a mentoring program.
  • Warner Brothers, Adidas, and Intel are on Second Life. Intel is on Second Life with the Intel Software Network Zone (with five main areas) and the Developer Education Program. There is also the Dell Island.
  • Countless companies now have a presence in Second Life, and close to 100 colleges and universities have campuses or classrooms there.
Metaverses such as Second Life, Active Worlds, and There are growing in popularity and can be used for training purposes. However, there are now even newer online worlds that are specifically created for learning! They are called virtual learning worlds (VLWs) and massively multilearner online learning environments (MMOLE), where many learners interact in a virtual 3D world with the specific goal of learning. Learning can occur in a formal classroom, in a role play scenario or simulation, as well as via informal chats and discussions.

Yes, the future is here...

Games / Simulations / "Immersive Learning Simulations"

We learn by example and by direct experience because there are
real limits to the adequacy of verbal instruction.”

~ Malcolm Gladwell, Blink: The Power of Thinking Without Thinking, 2005
Vivid, engaging simulations (games) are now “in” in the corporate training world. In fact, for many institutions, particularly the US military and the medical field, simulations are standard methods of training. A simulation is technically “a model of a system.” When a learner is asked to take a simulation (wrapped in a story) from an initial state to a goal state, it becomes a scenario. When you tune that experience until you achieve engagement, it is finally a game. Since some companies frown at allowing their employees to learn by “playing games,” we now often use the phrase “immersive learning simulations.”

Immersive learning simulations provide deep and meaningful practice for complex decisions and are a powerful way to equip learners with the tools and knowledge they need to succeed. Many learning simulations often are not done well because many are under-designed (not enough intelligent instructional design up front) and overproduced (too much focus on Flash-y graphics).

Why do well-designed games work? Because they capture and retain learners’ attention, they allow for spontaneity, creativity and fun, and they allow learners to learn by doing and through consequences of making mistakes. Games are a series of interesting and challenging decisions. A powerful active learning environment is created when you embed important decisions in a setting that makes them interesting and engaging.
When we think of games, we think of fun: Games = Fun
When we think of learning, we think of work: Learning = Work
Games show us this is wrong. In a word, games allow us to “fool” learners into learning. Under the right conditions, learning is biologically motivating and pleasurable for humans, and games can trigger deep learning.

iPhone & M-Learning's Future

Some of you may already be tired of hearing all the "buzz" about iPhones. If so, I apologize before I continue...

I LOVE my iPhone! I am by no means a gadget girl - just ask my husband how unimportant e-toys typically are to me, especially after spending all day and many evenings on my laptop. At that point, I am ready to curl up with a good (paper-based) novel. I had a Sony Clie handheld several years ago (which I loved but didn't LOVE) and more recently a Blackberry (which I never loved at all and stopped using altogether). Just a couple of days after iPhone's official release, when my husband said he was picking up an iPhone for himself and asked if I wanted one too, I said "Sure, why not?" (Why should HE have all the best and newest toys and not me, too?? Oh, yeah, I did say that gadgets are not important to me, but I can still be interested in at least checking them out, can't I?)
So have I already mentioned that I LOVE my iPhone? Oops, I did. Instead of boring you with all the reasons I love it (which are all the same reasons everyone else loves theirs), I would rather discuss the iPhone as the coolest m-learning (mobile learning) device ever - and clearly a glimpse into the future of m-learning.

The iPhone is now drawing more attention to the mobile device space than anything in the recent past - more than iPods and video iPods did. So many people will want the iPhone, just like they did the iPod, that it will seem more and more normal for everyone to own such high-end devices. This simply accelerates the adoption of high-end devices by the average person. Despite the iPhone's high price point, cheaper "copy" products will emerge to help the consumer. All of this mimics what happened with iPods. The iPod drove so many of us to buy sophisticated mp3 players, even if they weren’t iPods (which are still pricier than other mp3 players). Similarly, the iPhone will drive people to purchase more capable mobile phones (and video phones), even if they are not iPhones.

As a result, we'll continue to see more and more sophisticated devices from companies other than Apple - larger screen sizes, easier data entry (QWERTY keyboards), better sound quality, and more processing power. As these capabilities continue to improve, mobile device platforms get more powerful for learning! Instead of just accessing podcasts and coaching via timed text messages, we will now start seeing the true convergence of m-learning (on these high-end mobile devices) with what drives pc-based learning today. This means much more game-based learning, simulations, and video. We are already seeing better mobile internet browsers and more websites providing "mobile" versions of their content (just as YouTube does on iPhone).

The introduction of iPhone's advanced capabilities and ease of use can only serve to push other mobile technology manufacturers to "step it up" and try to compete with what Apple has now done. It’s exciting that the iPhone will be such a catalyst for our industry's movement toward a better mobile learning platform!! For the growth and future of m-learning, "It's all good!"

Avatars in Learning

Immersive learning is one of the most effective learning techniques, and animated characters (called avatars) help to create an engaging, immersive learning environment. Avatars are computer depictions of humans and range from cartoonish characters to photo-realistic representations. Advocates say that using avatars for corporate training combine the best parts of face-to-face training and computer-based learning. Corporations are discovering that these characters, and their audio, visual, and content cues, create an experience that both engages and enhances the learning process. Avatars can be added to online learning courses, websites, and even to PowerPoint presentations.

Corporate trainers and salespeople have discovered that they can capture and sustain attention by using avatars in their PowerPoint presentations. The instructor at the front of a classroom (or break room at a retail store) accelerates learning simply by grabbing learners’ attention, pointing things out, explaining the concepts being taught, and encouraging two-way interactions and discussions. It is human nature for us to pay attention to anyone who is speaking to us. We are all hard-wired to do that. Avatars can accomplish these same results. Avatars can be the presenter, advance slides, demonstrate products, have interactive “conversations” with the audience, and even exhibit a personality. Studies show that avatar technology not only draws people in, but also increases their ability to retain the information included in the presentation. They offer an almost human touch that helps to reinforce learning. An important point is that the avatar has a face trainees can remember, which makes it easier for trainees to recall what they learned from the avatar. People have confidence in these human-like characters because they can provide familiar conversational signals and feedback. They can be perceived as realistic and well-liked social partners in conversations that simulate real-world interactions.

Avatars are less expensive and more efficient than human trainers, can deliver a more consistent message, and can provide training sessions around the clock and around the globe! Avatars also can pull together the knowledge and experience of many trainers and deliver all that collective knowledge identically at each training session for consistency. A telecommunications giant estimates that recently avatar-based training cost them half as much as a comparable “face-to-face solution.”

In addition, avatars can be any race, age, or gender – a huge advantage since research shows that trainers whose age and race reflects those of their trainees will typically achieve better results. In addition, learners can enjoy repeated reinforcement without penalty or fatigue from the “instructor.” For example, avatar-based presentations can be set to “loop” continuously in retail store break rooms and be available anytime sales people and other employees take their breaks!

Business Examples:

SBC Communications gained attention in the Wall Street Journal for training its staff with avatars, while computer products merchant CDW conducted sales training using avatars. Companies like McDonalds and Coca-Cola have been using avatars in online advertising campaigns. United Airlines’ Hazardous Materials Transportation Safety Unit uses a friendly character named Chuck. Security Finance, a financial and loan services company, incorporated an avatar to perk up a customer service training presentation – with much success! Take a page from Disney: Animated characters will be a hit every time.

Stanford University’s Center for the Study of Language and Information published a landmark study called “The Benefits of Interactive Online Characters.” Major findings described in the study include:

  • Research about interactive characters suggests substantial opportunities for them to enhance online experiences.

  • Characters can increase the trust the users place in online experiences, in part because they make online experiences easier.

  • Adding interactive characters to online experiences is an effective method to gain control over the presentation of social intelligence and information.

  • Socially intelligent interfaces increase memory and learning and make online education more effective.

  • Interactive characters are perceived as real social actors.

  • Characters have personalities that can represent brands, and personality is critical in learning and business.

  • Research shows that a large majority of users prefer characters over no characters, often develop a sustained “liking” for a character, and as a result will look forward to returning to subsequent e-learning sessions.

Avatars are extremely well known to players of online games, which includes the majority of anyone under the age of 30. An increasing percentage of the work force grew up with computer games that often involve elaborate simulations of human behavior and fantastical environments. For younger workers in particular, avatar-based training fits right in with growing up with video games.

We know that a classroom instructor is the most powerful ingredient to learner success; the avatar provides the same sort of learning dynamic online. Avatars engage learners and, therefore, lead to enhanced learner attention and increased learning retention. Research shows that avatar-based simulations drive measurably higher rates of course completion, learning, retention, and overall job impact.

Oftentimes, employees may not choose to “seek out” learning opportunities. Consequently, we need to “fool” them into learning. Why not try a charismatic avatar?
Here at CramerSweeney, we have used iclone2 to create avatars for clients, including an avatar we named Ava for Intel's field sales training!

July 09, 2007

Unlearning?

Industry expert Jay Cross recently listed what he believes today's learning professionals are concerned with. Ready?

Social networking, motivation, re-treading (or cutting), LMS, simulation, gaming, Web 2.0, mobile learning, preferential treatment of high performers, virtual worlds, the Net Generation, information overload, bottom-up knowledge management, rapid e-learning, human emotion, outsourcing, transparency, collaboration, building communities, podcasts, learning 2.0, e-learning 2.0, change management, PLEs (personal learning environments), VLEs (virtual learning environments), blogs, vlogs, wikis, RSS, performance support, and unlearning.

I understand and have written (or will be writing) about most of these items. "Unlearning," however, certainly piqued my interest. So I did some quick research and found an explanation for it on Creating Passionate Users Blog. The first line of the blog page stated, "The future is not in learning..." My first thought was, "Uh oh, my entire 20-year career has focused on corporate training. Now what? Is it time for a career change? Will my new career be in corporate UNtraining??" The second line of the blog page stated, "It's no longer about how quickly you learn; it's how quickly you unlearn." Egads!

This post pointed back to the 1970s as a time for "How well can you learn," the 1990s to early 2000s when the focus was "How fast and how much can you learn," to today (and looking ahead): "How fast can you unlearn." Okay, what's this all really about, anyway?

Sometimes, in order to learn something new, you must first let go of something else that you already know. In addition, the particular knowledge/skills/rules/habits you need to let go of may be something that served you well for a long time, so letting go of it can be very hard indeed. Here are some examples given in that blog of all the things you might have to unlearn in just the course of one year: