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Thinking outside the Box:
Innovation in e-Learning &
Development in the UK
Learning & Teaching Expo 2012
Jack Wills
Managing Director
Wills Consultants
@jackwills1
Why is there an insatiable demand for
technology led learning?
Challenges from changing learning
styles
Students today
The changing ‘generation’ mix of
learners
• Traditionalists (born before 1946)
• Baby boomers (born between 1946 and 1964)
• Generation X (born between 1965 and 1980)
• Generation Y (born between 1981 and 1999)
• Generation Z (born after 2000)The Generation Gap
Traditionalist
s
Baby
boomers
Generation
X
Generations
Y and Z
Attire Formal Business-casual
(high end)
Business-casual
(low end)
Whatever feels
comfortable
Work
Environment
Office based Long hours
Office based
Office, home,
flexibility
Wherever,
flexibility
Motivators Self-worth Salary Security Maintain
personal life
Mentoring Not necessary Negative
feedback not
handled well
Don’t need to
receive feedback
Need constant
feedback
Retention Loyalty Salary Security and
salary
Personal
relationship
Communicati
on
Personal contact Telephone Email Email/text/
social
networking
Technology Occasional web
and email use
Email and web in
the office
Email, web,
mobile
Email, web,
mobile, social
networking
Career goals Life-time career Build a perfect
career and excel
Build a
transferable
career
Build several
parallel careers
The pace of change
1 million in 74 days
Technology will solve everything
won’t it?
Learning Trends 2012
• Spend for training services remains conservative in 2012
• Job market remains static
• Evolution of learning portals
• Formalising informal learning
• Growth of gamification
• Social badging, the new tool of recognition
• Growing focus on knowledge retention
• Consolidation of buyers and suppliers
• Outsourcing continues to grow
• Social learning is still a facilitated processSource:http://www.trainingindustry.com/media/4081622/2012%20trends.pdf
Major technologies and methods in
use in the UK • Augmented reality
• Gamification
• Informal learning
• Mobile learning
• Personal Learning environments
• Social media
• Virtual worlds
Augmented reality
Augmented reality (AR) is a live, direct
or indirect, view of a physical, real-world
environment whose elements are
augmented by computer-generated
sensory input such as sound, video,
graphics or GPS data.Wikipedia
Augmented reality
Future of Augmented Reality
Gamification
Gamification is the use of game design elements, game thinking and game mechanics to enhance non-game contexts.
Wikipedia
Gamification
Game to Learn
Informal learning
Informal learning
occurs in a variety of
places, such as at
home, work, and
through daily
interactions and shared
relationships among
members of society.
Wikipedia
Formal learning v informal learning
Informal learning
British Telecom
Mobile learning
M-learning focuses on the mobility of the learner, interacting
with portable technologies, and learning that reflects a focus on
how society and its institutions can accommodate and support an
increasingly mobile population.
Wikipedia
Mobile learning
Royal Navy Engineering – Sony PSPs
• 230 devices
• 8 – 12 Minute chunks of learning
• The gaming chip has been left in!
Personal Learning Environments
A Personal Learning Environment is a facility for
an individual to access, aggregate, configure and
manipulate digital artefacts of their on-going
learning experience
The ROLE Project
What is a PLE?
© www.role-project.eu
A Personal Learning Environment is not:• A specific software application
• A system for creating or delivering e-learning content
• A learning management system
• A content management system
• A virtual learning environment (in its strictest sense)
A Personal Learning Environment is:
• A concept, based on Web 2.0 technology
• A collection of tools and systems
• An environment where learners access information from a variety of
sources
• Personal to the user – learner-centric
• Distributed and social
18 October 2011 Learning World South Africa
PLE – iGoogle
“Google is the most-used e-learning application.”Graham Attwell, Pontydysgu
Responsive
Open
Learning
Environments“an adaptive, predictive learning tool”
www.role-project.eu
ROLE Project
From PLE to ROLE
© www.role-project.eu
18 October 2011 Learning World South Africa
Social media
• Collaborative calendaring
• Podcasting
• RSS readers
• Collaborative mind mapping
• Micro-blogging/micro-
sharing
• Photo sharing
• Screencast sharing
• Presentation sharing
IBM early view
• Video sharing
• Social bookmarking
• Collaborative editing
• Collaborative working
• Collaborative presentations
• Social networking
• Personalised start pages
• Integrated
social/collaboration
environment
Social media
Virtual worldsA virtual world is an online community that
takes the form of a computer-based simulated
environment through which users can interact
with one another and use and create objects.
Wikipedia
Virtual worlds
English for Oil and Gas at Languagelab
Potential issues?
• Learning styles need to be addressed
• Conformance to international standards is
important
• Pedagogy needs to addressed
• Learning design is crucial
• Evaluation is more than being happy
• Quality matters and must be demonstrable
The Future?
It’s really
bright!
The Future?
The only constant is change
Isaac Asimov
The future’s already here…it’s just not
evenly distributed. William Gibson, SF Writer
The Future
With technology the only constant is
change
Jack Wills
Thinking outside the Box:
Innovation in e-Learning &
Development in the UK
Learning & Teaching Expo 2012
Jack Wills
Managing Director
Wills Consultants
@jackwills1