Web Trends Brandon Hall

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Web 2.0 Trends & Applications in Learningby Dr. Gary Woodill and Janet Clarey, analysts from Brandon Hall Research Group, reveal how enterprises are leveraging Web 2.0. For the Elearning! Summit 4/30/09

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LOGO

Gary Woodill & Janet Clarey

Web 2.0 Trends & Applications for Learning

How to Participate

1. E-mail your questions and comments to gary@brandon-hall.com and janet@brandon-hall.com

2. TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them

3. Post questions during the session – we will answer them at the end

Agenda

A theory about technology innovation lifecycles

Learning technologies in 1996, 2006, 2009, 2014

Differences between Version 1.0 and Version 2.0

Web 2.0 tools and technologies gaining traction

How Web 2.o tools and technologies are used to support workplace learning

Q & A

Multimedia Technologies (1996)

Animation Tools – Assessment Tools – Audio Production – Authoring Tools–Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search –Quicktime Video

E-Learning Technologies (2006)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs –Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards –Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies –Mobile Learning – Natural Language Processing – Peer to Peer – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools –Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony –Wearable Computing – Web Feeds (RSS) – Wikis

E-Learning Technologies (2009)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing –Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics –Learning Management Systems – Learning Objects and Repositories –Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments –Personalization – Podcasting – Portals – Presence Applications –Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots –Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis

Theory of Innovation

Technology Innovation CycleProblems New ideas and tinkering

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

Resistance

Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”

Resistance

Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”

Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”

Resistance

Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”

Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”

AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

New Services

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

New Services

New Integrative Solutions

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

New Services

New Integrative Solutions

New Problems

Technology Innovation Cycle

Problems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

New Services

New Integrative Solutions

New Problems Cycle starts with new players

Theory of Innovation

Products Applications Services

Technology Curve

Applications Curve (Content/Processes)

Services Curve

“Solutions”

|||||

E-Learning is here

Version 1.0 – Supportive Innovation

“We look at the present through a rear-view mirror. We march backwards into the future.”

Marshall McLuhan

Steamship 1.0

Electric Light 1.0

Automobiles 1.0

Turn Signals 1.0

“Trafficators”

Supportive TechnologiesSome learning technologies are SUPPORTIVE of the

current way of doing things:

Examples:

Virtual ClassroomsPresentation SoftwareAuthoring ToolsAssessment ToolsLearning Management Systems

Learning Technologies 1.0

Disruptive TechnologiesOther learning technologies are DISRUPTIVE of the current

way of doing things:

Examples:

Global NetworkingArtificial IntelligencePeer to Peer TechnologiesCollaboration SoftwareLearner generated contentWearable computing

Learning Technologies 2.0

Theory of Innovation

Theory of Innovation

Theory of Innovation

Theory of Innovation

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

?

Product Innovation Curve

Theory of Innovation

Developing technologies

Product Innovation Curve (2006)

Affective ComputingAvatarsClassroom Response SystemsData MiningDecision Support SoftwareGesture and Facial RecognitionHapticsMashups and Web ServicesPersonal Learning EnvironmentsSmart Labels and TagsTelepresenceWearable Computing

Theory of Innovation

Ascending technologies

Product Adoption Curve (2006)

Social Networking ToolsWeb FeedsSimulation ToolsSocial BookmarkingPersonalizationSemantic WebMobile TechnologiesWiki ToolsLocation ToolsGamingBlogsAgentsRobotics

Theory of Innovation

Peaking technologies

Product Innovation Curve (2006)

Collaboration ToolsSearch EnginesIntelligent TutoringVisualization

Theory of Innovation

Maturing technologies

Product Innovation Curve (2006)Animation SoftwareAssessment ToolsAudio and Podcasting ToolsAuthoring ToolsBrowsersCommunications ToolsCompetency Tracking SoftwareContent Management SystemsDisplay TechnologiesE-Portfolio ToolsGraphics ToolsLearning Management SystemsLearning Objects and RepositoriesMetadata, Ontologies, TaxonomiesNatural Language ProcessingPeer-to-Peer TechnologiesPortalsPresentation ToolsRapid E-Learning ToolsVideo and IPTVVirtual RealityVoIP and Telephony

Theory of Innovation

Declining technologies

Product Innovation Curve (2006):

Computer Assisted InstructionComputer Based Training (CBT)CD-ROMDVD-ROMFloppy Disks

The Big Picture

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

Training Technologies (1996)

Compact Discs

Web 1.0

Text Only Internet

CBT

Overheads

The Big Picture

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

Training Technologies (2006)

Web 2.0/Clouds

Robotics/Agents

Web 1.0

Compact Discs

Text Only Internet

The Big Picture

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

Training Technologies (2009)

Robotics/Agents

Collective Learning

Web 2.0

Web 1.0

Compact Discs

The Big Picture

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

Training Technologies (2014)

Collective Learning

Bio-learning

Robotics/Agents

Web 2.0/Clouds

Web 1.0

E-Learning Technologies (2009)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing –Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics –Learning Management Systems – Learning Objects and Repositories –Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments –Personalization – Podcasting – Portals – Presence Applications –Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots –Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis

•Social Networking Services•Blogs•Wikis•Virtual Worlds

Social Networking Services

16

• Find experts

• Get fast answers

• Build relationships

• Informal learning

Blogs

16

•Capture knowledge

• Reflection

• Feedback

• Professional Development

Wikis

16

•Manage information

• Provide documentation

• Share resources

• Knowledge repository

Virtual Worlds

16

•Greater social presence compared with other learning technologies

• Enhanced interaction

• Realistic 3D objects and environments

Hewlett-Packard Web 2.0 Community

16

Components of the Web 2.0 Online Learning Community:

•Blogs

•Discussion Board

•Social Bookmarks

•Wiki

•User-generated content

Hewlett-Packard Blogs

16

Shared authorship:

•Novice

• Expert

•Course vendor

• Learning & Development

Supports:

•Audio/ Video

• Images

• RSS Feeds

Hewlett-Packard Discussion Board

16

• Share knowledge

• Share experiences

• L & D facilitates discussions

Hewlett-Packard User-Generated Content

16

• Rapid development tools

• Instructional design support

Hewlett-Packard Wiki

16

HPedia

• Same framework as Wikipedia

Hewlett-Packard Social Bookmarking

16

• Stores bookmarks on server

•Tag and share resources

Hewlett-Packard : Measuring

16

Hewlett-Packard : Benefits

16

•Time and Cost Savings

•Productivity Improvement

•Common Language

GE Contractual Services : Virtual World

16

Training program to elicit time-critical strategic behavior in response to a forced outage situation

GE Contractual Services: Virtual World

16

Design

•Movie storyline

•3 hours

•Game-based steps

•Uses actual tools staff would use (PDA, cell phone, laptop)

GE Contractual Services: Virtual World

16

Game design

•Automated bots mimic personnel

• Simulation uses artificial intelligence to provide responses

•Hidden timeline used

GE Contractual Services: Virtual World

16

Benefits

• Improves time response to outages

• Better organization of people and equipment

•Accuracy and appropriateness of performance

• Increases confidence

Summary

There has been an “explosion” of learning technologies since the mid-1990s

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidate

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominent

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominent

Summary

There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominentNeed to experiment with the new tools – “low cost failure”

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