Discuss.
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Michael Hanley's elearning blog covering workplace learning and training, technology in education, e-learning tools and technologies, learning 2.0 (including blogs and podcasts), and continuous professional development.
Learning professionals need to interrogate and understand data. Whether you're interpreting the LMS access logs of your courseware, checking out your blog and wiki usage, quantifying Kirkpatrick's Four Levels, or devising statistical instruments and analyzing data for your latest white paper, you need to look at and manipulate long columns and rows of information. (What do you mean you don't do any of that stuff? Are you in the right job?)
iPhone users now have another way to access and view their spreadsheets and charts: software development house MeLLmo have released RoamBi, an app that lets you view the static data from spreadsheets and tables as interactive charts that are published via an teh iPhone or iPod Touch. The free-to-use RoamBi Visualizer app is available for download from the iTunes App Store.
The RoamBi app displays data on your iPhone, giving you access to your stats and figures from your free-to-use online RoamBi account. The app works well with CVS- and Microsoft Excel-formatted data, and can manage Salesforce.com account reports, business process outsourcing (BPO) key performance indicators. Users of the enterprise version of RoamBi can also import SAP Crystal Reports and SAP BusinessObjects Web Intelligence data into the app.
According to MeLLmo’s Santiago Becerra,
It’s the first real enterprise-grade app that allows users to transfer all the info they use on a day-to-day basis onto the iPhone.
Your spreadsheet, BPO and KPI data is stored on the app’s accompanying Web site. Developed in Adobe Flex (the open source Flash-based framework for building and maintaining expressive web applications), you upload your content to RoamBi Designer, where you can customize views for delivery to the iPhone. The finished views are published from the Web tool to your phone through an Amazon-hosted server. MeLLmo state that the resultant outputs are
like a mini-app that allows you to navigate through a particular set of data in a way that feels very natural to you.
RoamBi has a number of views including
I recently commented on the growing acceptance of the iPhone as an enterprise-level communications solution. I would assert that we are now beginning to see the emergence of a virtuous circle: now that the popular demand is there, software houses will invest in developing productivity apps like RoamBi, which will in turn drive more business users to the device, which will result in more business functionality being ported to the device. I hope this will lead to an upswing in the number and range of knowledge-sharing, informational, and educational applications for this and other personal mobile devices.
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Over the last few weeks we have been discovering Instructional Design (ID) - the practice of maximizing the effectiveness, efficiency and accessibility of instruction and other learning experiences. The ID process can be said to have a number of steps:
1. Determine the current state and needs of the learner
2. Define the end goal of instruction
3. Develop a learning intervention to assist in the acquisition of new skills, knowledge or expertise.
Once these stages have been undertaken, the learning materials need to implemented and improved, or evaluated, and that’s what we’re going to investigate today.
IMPLEMENTATION
The implementation phase of the instructional design process is when the instruction as designed is actually delivered. Materials are collected, the environment is arranged, and the course is prepared for delivery.
For some courses, (particularly in e-learning environments) a pre-test is made available. This can determine whether the learner can already perform some of the objectives (or larger units of instruction). If that is the case, certain modules or part of the curriculum can be skipped. A pre-test can also determine whether a learner is undertakes an individualized learning path - a basic form of adaptive learning design.
When designing a new course or learning program, the design and materials should be tested during a pilot course. The pilot enables the instructional designer and trainers to have an opportunity to review and revise the course before it is fully implemented. The instructor who actually delivers the training must be knowledgeable and skilled in the competency-based training approach used by the instructional designer when designing the course.
IMPROVEMENT PHASE
A common useful way and comprehensive way of looking at improvement is in terms of the Kirkpatrick model:
Donald L Kirkpatrick first published his ideas on evaluating learning in 1959 in a series of articles in the US Training and Development Journal. The articles were subsequently included in his book Evaluating Training Programs (originally published in 1975; I have the 2006 edition).
In this text he outlined and further developed his theories on evaluating culminating in the Four-Level Model, arguably the most widely used and popular approach for the evaluation of training and learning. Kirkpatrick's Four-level model is now considered an industry standard across the HR and training communities (see Table 1).
| Kirkpatrick’s Model | Learning Effect |
| Level 1: Reactions. | Evaluate participants' satisfaction with the learning intervention. |
| Level 2: Learning and Level 3: Behavior. | What do participants know they didn't know before? How are they using knowledge in their jobs? What is the learning and performance effect of the intervention? |
| Level 4: Organization-level benefits. | Has the development of higher levels of domain knowledge improved organizational productivity? |
Kirkpatrick's model aside, the course materials, objectives, delivery, test items, audience profile – all of the instructional components in fact – need to be evaluated. Assessing these elements regularly is especially important for repeating courses or asynchronous courseware. As an example, if substantial majority (70% or 80% of the learners) fail a criterion test item, it would be reasonable to look again at the design of the related piece of instruction.
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References:
Kirkpatrick, D. & Kirkpatrick, P. (2006) Evaluating Training Programs. 3rd ed. San Francisco, CA: Berrett-Koehler Publishers, Inc.
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Adobe Flash has evolved considerably since Macromedia Flash was used to create animations and develop and run interactive Web-based content. According to the current developers, the Adobe Flash Platform is
an integrated set of technologies surrounded by an established ecosystem of support programs, business partners, and enthusiastic user communities. Together, they provide everything you need to create and deliver the most compelling applications, content, and video to the widest possible audience.
The Flash Platform combines tools, an open source framework, ubiquitous clients, and scalable servers (see Table 1).
Table 1 Components of the Flash Platform
| Application Type | Technology |
| Runtime Environment | Flash Player |
| Flash Professional | |
| Authoring Tools | Flex |
| Flash Catalyst | |
| Flash Media Server | |
| Flash Server | BlazeDS |
| LiveCycle DS |
The environment enables content developers create applications and content from prototype to deployment in an integrated framework (see Figure 1).
In the context of Flash-based authoring tools like Adobe Captivate, the platform enables e-learning content authors to rapidly and efficiently design, develop and implement Web-based learning applications including:
I have written about the pros and cons of Captivate in previous blog articles so I don’t intend to go over the same old ground again, but you can find out more by clicking here.
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References:
Adobe Website: http://www.adobe.com
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Back in August I reviewed an application called Cooliris (formerly PicLens). In concluding my review, I said that
...this tool is exciting, [and] exhibits great potential, but needs a little work to get it past the finish line. Having said that, I can easily see it being a common part of the web experience in time to come, particularly if the developers can sustain the "fun factor" supplied by navigating through content in this environment.
I'm pleased to say that since then Cooliris has moved forward.
While updating my Foxmarks today, what should I see on their (Foxmarks') homepage but the self-same Cooliris, under their 'Other add-ons we like' category. If you'd like to try the application for yourself, click here to go to their website.
In my view it's great that there are fun educational applications available; when confronted with the task of providing learning and development services for the organizations and institutions that we're involved with, it's sometimes easy to forget that above all else, learning should be a rewarding experience for everyone.
So well done to PicLens and maintain the development effort guys!
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Table 1 Cooliris features
| Feature | Location | Function |
| 3D Wall | The rows of images on the black background | Allows an immersive view of thousands of images and videos in seconds. |
| Discover | The icon is on the top left | Press the Discover icon and 11 channels that feature the latest news feeds from across the web. These channels range from news to fashion. We're currently featuring an Olympics channel that has all the visual highlights from Beijing. |
| Sharing Login | Top left "Login" icon | Click and a drop down box will appear asking for username and password. New? Register! |
| Share | Top right envelope and pencil in the metadata box | Click to send an email to a friend that encloses any images or videos you've found interesting in the PicLens interface. To add more than one image or video, drag the images and videos you want next to the image or video you already have in the message. |
| Slideshow Full Screen Mode | Bottom left box with four arrows in the corners | Takes viewer into full screen slideshow mode. This mode is also accessible by double clicking any image. Double click image to escape or press the Cooliris grid icon in bottom left. |
| Shopping | Search bar in the top right | Click the search bar and select Amazon from the drop down box to start the next generation online shopping experience. |
| Cooliris Developer | Not within the PicLens interface, but by following the instructions detailed on the site, webmasters can easily enable their own websites with PicLens. All their visitors with PicLens can then view images and videos from the website within PicLens. | |
| YouTube | Search bar in the top right | Click the search bar and select YouTube from the drop down box. Viewers can search and view YouTube videos within PicLens. |
If you're a regular reader, you'll know that I recently posted on The Mobile Segment of the Learning Marketspace - new report. In that post, I discussed the outcomes of the Elearning Guild Report on the topic.
Well, since then, I have becomes the happy owner of an Apple 3G iPhone (a screenshot of my wallpaper is displayed below) and so I've been searching for an authoring tool to create some content for delivery via iPhone.
My iPhone wallpaper - Ovation six-string acoustic guitar, and 1985 Fender Precision & 1995 Musicman Stingray basses
Now you may know that the Flash Player is not yet available for the iPhone, which leaves content developers like me in a quandary; how to deploy courseware on the device:
After quite a bit of research, I've found two authoring tools that that may enable learning professionals to create e-learning content for distribution on the iPhone, yet won't require content authors to develop the content as an extra product stream on top of their ongoing deliverables.
The two tools I am going to investigate are Techsmith Camtasia Studio, and SumTotal ToolBook Instructor 9.5 Beta. I will evaluate each product (and their associate production processes) over the next few
days. In the meantime, here (courtesy of SumTotal) are a few handy hints to consider when you're at the pre-production phase of developing learning content for mobile devices:
In general, developers should consider the goal of delivery of information via a mobile device. Not all types of information, media, and training materials lend themselves to this channel. With careful planning, content developers should be able to craft and deploy a wide variety of content to help those learners who are on the go.
More...
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References:
Wexler, S. Brown, J. Metcalf, D. Rogers, D. and Wagner, E. (2008) MOBILE LEARNING What it is, why it matters, and how to incorporate it into your learning strategy. [Internet] Available from: http://www.elearningguild.com (Subscription required) [Accessed 21 July 2008]
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In my last post on this topic I outlined some of the key findings from the E-Learning Guild 360 Report on Mobile Learning. Today I'm going to discuss the context for mobile learning (m-learning) in a little more detail.
Now read on...
Dr. Conrad Gottfredson, head of the Performance Support Lab & Seminar at the Masie Center, has described the requirement
for an orchestrated set of performance support tools to meet each learner’s moment of need
(2008, p.1)
He defines these as the Five Moments of Learning Need as:
He considers the requirement for a multi-channel publishing platform to ensure the currency of training information, as well as its relevancy to learners to be a central component of learning and development, particularly in the organizational context.
Similarly, with the emergence of the read/write web, the ability to contribute information and learning to the totality of an organization's knowledge is quickly gaining value; as we move to a learning 2.0 paradigm, people are not just consuming, but also creating learning, and mobile technology is a being seen as a means to facilitate this learning modality.
According to the report,
...we see that, as Guild members become more experienced in e-Learning, they embrace new approaches to e-Learning more often than people with fewer years of experience. Survey results consistently show that experience in e-Learning encourages growth and experimentation, and does not foster complacency.
[However] a large number of eLearning Guild members seem stuck with the notion that “Mobile Learning” means taking existing training courses and delivering them on a small screen with little or no interactivity. ... But some Guild members need to get out of the trench of thinking “m-Training” and think “m-Performance.”
(pp.6-7)
To support this assertion, Wexler et alia outline the growth in asynchronous learning modalities over the last decade, and note in particular the growth of podcasting and m-learning as content- and knowledge delivery channels (see Figure 1).
Figure 1. A comparison of selected training modalities
Based upon the evidence of the data collected in their survey, we can say that learning and development professionals are implementing e-learning-based training interventions almost as frequently as they rely on traditional classroom-based instructor-led training to deliver courses to learners.
The report also suggests that a competency in developing and delivering e-learning grows over time (and in experience), learning professionals implement non-traditional learning initiatives more frequently than heretofore (see Figure 2).
Figure 2. Use of m-learning delivery channels distributed by professional experience
More...
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References:
Wexler, S. Brown, J. Metcalf, D. Rogers, D. and Wagner, E. (2008) MOBILE LEARNING What it is, why it matters, and how to incorporate it into your learning strategy. [Internet] Available from: http://www.elearningguild.com (Subscription required) [Accessed 21 July 2008]
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A few months ago, I received an e-mail from a correspondent about my view on opinion might be on
mobile learning (m-learning) and mobile device adoption as an e-learning delivery mechanism in the future (video lectures, e-book reading, short message texting).
With the emergence of so-called 'smart' mobile devices including the BlackBerry and the iPhone, the potential to deliver learning content via this channel provides some tantalizing opportunities for learning professionals to enable learners access information on-demand - and for the first time - On-the-Go.
Now read on...
I've been reviewing some of the literature on this topic
over the last number of weeks, but before I elaborate on my conclusions, The E-Learning Guild in their usual timely fashion have released their latest 360 Report on the topic. In the report, Steven Wexler et al (in a potentially contentious move) define Mobile Learning as:
Any activity that allows individuals to be more productive when consuming, interacting with, or creating information, mediated through a compact digital portable device that the individual carries on a regular basis, has reliable connectivity, and fits in a pocket or purse.
(p.13)
My initial reaction to this definition is that it omits any reference to the acquisition of new skills, knowledge, or expertise via this learning channel. In my view this is a key aspect of any definition of e-learning; I elaborated on the topic in a series of blog posts at the beginning of 2008 (you can find out more by clicking here) when I endorsed Don Morrison's definition of e-learning (including its subset m-learning) as:
The continuous assimilation of knowledge and skills by adults stimulated by synchronous and asynchronous learning events – and sometimes Knowledge management outputs – which are authored, delivered engaged with, supported and administered using internet technologies.
(2004, p.4)
As I said at the time, I'm open to debate on this definition, but I've still to find a more comprehensive definition of the discipline than the description as elucidated by Mr. Morrison.
But I digress.
The key findings of the E-Learning Guild research include:
More...
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References:
Morrison, D. (2004) E-Learning Strategies: how to get implementation and delivery right first time, Chichester: John Wiley & Sons, Ltd.
Wexler, S. Brown, J. Metcalf, D. Rogers, D. and Wagner, E. (2008) MOBILE LEARNING What it is, why it matters, and how to incorporate it into your learning strategy. [Internet] Available from: http://www.elearningguild.com (Subscription required) [Accessed 21 July 2008]
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In my last blog post I wrote about the optimism learning professionals are currently expressing about the short- to medium-term growth of the industry, despite the current economic climate, and the traditional impact that recessionary times have on learning and development in organizations. I've been thinking hard about the factors that may be influencing attitudes, but I'm not ready to put my thoughts to (electronic) paper just yet.
So today, I'm going to look at some developments that have the potential to positively affect e-learning content delivery.
Now read on...
I have talked on other occasions about using what Douglas Adams called PETs (Personal Electronic Things) to deliver e-learning content. On May 20th, British e-learning company Atlantic Link announced that they had developed an e-learning authoring solution for the Sony PlayStation Portable (PSP). According to their press release:
Atlantic Link's ...rapid e-learning authoring tools ... now allow courses to be designed specifically for the Sony PSP Slim & Lite. The courses can be deployed locally (from the Memory Stick Duo) or from the Internet, giving users a true mobile learning experience ... all the functionality of Atlantic Link’s rapid e-learning authoring tools can be applied to small screen format.
[Click image to view demo]
Atlantic Link MD Mike Alcock states:
The potential applications for this technology are huge ... [t]ourist guides, language training, product training and updates, maintenance guides and training, medical training, interactive museum guides, schools training, the list is almost endless.
Based on the information available from Atlantic Link's website, I can't tell whether the organization have developed a new set of templates for their current Rapid e-Learning authoring tools, or have created a new authoring platform specifically for PSP /Lite content development.
Given the range of potential applications for their content development system, Atlantic Link may have opened up a niche market for themselves by repurposing e-learning content authoring tools to deliver informational material in predominantly non-networked environments (see Mr. Alcock's quote above).
Is this innovative or new?
No.
Flash Lite has been around since 2004; what Atlantic Link seem to have done is created a point solution by simplifying the authoring environment (much like Captivate and Articulate do) to enable output on the PSP device. Similarly, I can't discern from the press release or website whether this content supports learning tracking, SCORM / AICC specifications and learners' formative and summative test results can be sent to and stored on an LMS.
It also may be the case that this type of approach has just been overtaken by events.
As well as announcing the latest version of their enterprise collaboration solution Adobe Connect Pro 7 (I'll review it once we get our sticky hands on it here in the office), Adobe have also announced the Open Screen Project, which they say is
dedicated to driving consistent rich Internet experiences across televisions, personal computers, mobile devices, and consumer electronics.
[by] taking advantage of Adobe Flash Player and, in the future, Adobe AIR -- that will remove barriers for developers and designers as they publish content and applications across desktops and consumer devices, including phones, mobile internet devices (MIDs), and set top boxes. The Open Screen Project will address potential technology fragmentation by allowing the runtime technology to be updated seamlessly over the air on mobile devices. The consistent runtime environment will provide optimal performance across a variety of operating systems and devices, and ultimately provide the best experience to consumers.
To support the Open Screen Project along, Adobe is:
I would suggest that the primary implication for learning professionals is that this could be the basis for a common (if not open) platform to enable learning materials to be delivered via multiple channels. With the support of a range of hardware manufacturers, there seems to be little threat of vendor lock-in; maybe manufacturers have finally understood that wider customer access has the potential to generate higher revenues than forcing people to use proprietary communications solutions?
in any case, being able to create content for a ubiquitous, device-independent platform will make my life less complicated and I suspect the same goes for a lot of other people too.
FOGRA: I was meant to be presenting at this year's ILTA EDTech 2008 Conference on 'non-formal workplace learning', but had to cancel due travel commitments: best of luck to all attending and presenting - I'll be keeping up with activities on the ILTA website.
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