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LOGO Gary Woodill & Janet Clarey Web 2.0 Trends & Applications for Learning

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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

TRANSCRIPT

Page 1: Web  Trends  Brandon  Hall

LOGO

Gary Woodill & Janet Clarey

Web 2.0 Trends & Applications for Learning

Page 2: Web  Trends  Brandon  Hall

How to Participate

1. E-mail your questions and comments to [email protected] and [email protected]

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

Page 3: Web  Trends  Brandon  Hall

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

Page 4: Web  Trends  Brandon  Hall

Multimedia Technologies (1996)

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

Page 5: Web  Trends  Brandon  Hall

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

Page 6: Web  Trends  Brandon  Hall

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

Page 7: Web  Trends  Brandon  Hall

Theory of Innovation

Page 8: Web  Trends  Brandon  Hall

Technology Innovation CycleProblems New ideas and tinkering

Page 9: Web  Trends  Brandon  Hall

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Page 10: Web  Trends  Brandon  Hall

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

Page 11: Web  Trends  Brandon  Hall

Resistance

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

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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.”

Page 13: Web  Trends  Brandon  Hall

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

Page 14: Web  Trends  Brandon  Hall

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

Page 15: Web  Trends  Brandon  Hall

Technology Innovation CycleProblems New ideas and tinkering

New Technology (Version 1.0)

Resistance and Hype

New Technology (Version 2.0)

New Applications (“Content”)

Page 16: Web  Trends  Brandon  Hall

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

Page 17: Web  Trends  Brandon  Hall

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

Page 18: Web  Trends  Brandon  Hall

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

Page 19: Web  Trends  Brandon  Hall

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

Page 20: Web  Trends  Brandon  Hall

Theory of Innovation

Products Applications Services

Technology Curve

Applications Curve (Content/Processes)

Services Curve

“Solutions”

|||||

E-Learning is here

Page 21: Web  Trends  Brandon  Hall

Version 1.0 – Supportive Innovation

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

Marshall McLuhan

Page 22: Web  Trends  Brandon  Hall

Steamship 1.0

Page 23: Web  Trends  Brandon  Hall

Electric Light 1.0

Page 24: Web  Trends  Brandon  Hall

Automobiles 1.0

Page 25: Web  Trends  Brandon  Hall

Turn Signals 1.0

“Trafficators”

Page 26: Web  Trends  Brandon  Hall

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

Page 27: Web  Trends  Brandon  Hall

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

Page 28: Web  Trends  Brandon  Hall

Theory of Innovation

Page 29: Web  Trends  Brandon  Hall

Theory of Innovation

Page 30: Web  Trends  Brandon  Hall

Theory of Innovation

Page 31: Web  Trends  Brandon  Hall

Theory of Innovation

Peaking technologies

Ascending technologies Maturing technologies

Developing technologies Declining technologies

?

Product Innovation Curve

Page 32: Web  Trends  Brandon  Hall

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

Page 33: Web  Trends  Brandon  Hall

Theory of Innovation

Ascending technologies

Product Adoption Curve (2006)

Social Networking ToolsWeb FeedsSimulation ToolsSocial BookmarkingPersonalizationSemantic WebMobile TechnologiesWiki ToolsLocation ToolsGamingBlogsAgentsRobotics

Page 34: Web  Trends  Brandon  Hall

Theory of Innovation

Peaking technologies

Product Innovation Curve (2006)

Collaboration ToolsSearch EnginesIntelligent TutoringVisualization

Page 35: Web  Trends  Brandon  Hall

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

Page 36: Web  Trends  Brandon  Hall

Theory of Innovation

Declining technologies

Product Innovation Curve (2006):

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

Page 37: Web  Trends  Brandon  Hall

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

Page 38: Web  Trends  Brandon  Hall

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

Page 39: Web  Trends  Brandon  Hall

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

Page 40: Web  Trends  Brandon  Hall

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

Page 41: Web  Trends  Brandon  Hall

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

Page 42: Web  Trends  Brandon  Hall

Social Networking Services

16

• Find experts

• Get fast answers

• Build relationships

• Informal learning

Page 43: Web  Trends  Brandon  Hall

Blogs

16

•Capture knowledge

• Reflection

• Feedback

• Professional Development

Page 44: Web  Trends  Brandon  Hall

Wikis

16

•Manage information

• Provide documentation

• Share resources

• Knowledge repository

Page 45: Web  Trends  Brandon  Hall

Virtual Worlds

16

•Greater social presence compared with other learning technologies

• Enhanced interaction

• Realistic 3D objects and environments

Page 46: Web  Trends  Brandon  Hall

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

Page 47: Web  Trends  Brandon  Hall

Hewlett-Packard Blogs

16

Shared authorship:

•Novice

• Expert

•Course vendor

• Learning & Development

Supports:

•Audio/ Video

• Images

• RSS Feeds

Page 48: Web  Trends  Brandon  Hall

Hewlett-Packard Discussion Board

16

• Share knowledge

• Share experiences

• L & D facilitates discussions

Page 49: Web  Trends  Brandon  Hall

Hewlett-Packard User-Generated Content

16

• Rapid development tools

• Instructional design support

Page 50: Web  Trends  Brandon  Hall

Hewlett-Packard Wiki

16

HPedia

• Same framework as Wikipedia

Page 51: Web  Trends  Brandon  Hall

Hewlett-Packard Social Bookmarking

16

• Stores bookmarks on server

•Tag and share resources

Page 52: Web  Trends  Brandon  Hall

Hewlett-Packard : Measuring

16

Page 53: Web  Trends  Brandon  Hall

Hewlett-Packard : Benefits

16

•Time and Cost Savings

•Productivity Improvement

•Common Language

Page 54: Web  Trends  Brandon  Hall

GE Contractual Services : Virtual World

16

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

Page 55: Web  Trends  Brandon  Hall

GE Contractual Services: Virtual World

16

Design

•Movie storyline

•3 hours

•Game-based steps

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

Page 56: Web  Trends  Brandon  Hall

GE Contractual Services: Virtual World

16

Game design

•Automated bots mimic personnel

• Simulation uses artificial intelligence to provide responses

•Hidden timeline used

Page 57: Web  Trends  Brandon  Hall

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

Page 58: Web  Trends  Brandon  Hall

Summary

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

Page 59: Web  Trends  Brandon  Hall

Summary

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

Page 60: Web  Trends  Brandon  Hall

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)

Page 61: Web  Trends  Brandon  Hall

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

Page 62: Web  Trends  Brandon  Hall

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

Page 63: Web  Trends  Brandon  Hall

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

Page 64: Web  Trends  Brandon  Hall

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”