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Pre-conference Workshop an interactive introduction Anya Wood, MDE E-learning Education Manager University Health Network (Toronto) Gary Woodill, Ed.D. Director, Research and Analysis Brandon Hall Research Wednesday, September 24, 2008 10:00 am – 4:00 pm Innovations in Learning Conference 2008
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Emerging eLearning technologies: Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs – Browsers – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems and Virtual Learning Environments – 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 – VoIP and Telephony – Wearable Computing – Web Feeds (RSS) – Wikis
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Peaking technologies Ascending technologies Maturing technologies Developing technologiesDeclining technologies ? Innovation Adoption Curves:
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Developing technologies – Technologies at the earliest stages of experimentation and prototyping: Affective Computing Avatars Classroom Response Systems Data Mining Decision Support Software Gesture and Facial Recognition Technologies Haptics Mashups and Web Services Personal Learning Environments Smart Labels and Tags Telepresence Technologies Wearable Computing
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Ascending technologies – Technologies that have been recently turned into products and are enjoying increasing demand: Social Networking Tools Web Feeds Simulation Tools Social Bookmarking Personalization Semantic Web Mobile Technologies Wiki Tools Location Based Technologies Gaming Design and Development Tools Blogs Agents Robotics
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Peaking technologies – Technologies that are dominating the market at the current time and in the next year: Collaboration Tools Search Engines Artificial Intelligence Visualization Technologies
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Maturing technologies – Technologies that have considerable history in the market and are now only subject to incremental changes: Animation Software Assessment Tools Audio and Podcasting Tools Authoring Tools Browsers Communications Tools Competency Tracking Software Content Management Systems Display Technologies E-Portfolio Tools Graphics Tools Learning Management Systems Learning Objects and Repositories Metadata, Ontologies, and Taxonomies Natural Language Processing Peer-to-Peer Technologies Portals Presentation Tools Rapid E-Learning Tools Video and IPTV Virtual Reality VoIP and Telephony
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Declining technologies – Technologies that have significantly dropped out of the marketplace: CAI – Computer Assisted Instruction CBT – Computer Based Training CD-ROM DVD-ROM Floppy Disks
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Technologies for eLearning: general trends Move from client–server architectures to service oriented architectures (“mashups” ) with distributed content (from many locations to many locations - “everyware” Move from page metaphor to browsers, to full networked applications – “browserless web” Move from “push” technologies to more “pull” technologies – a mix of push and pull Move from e–learning to “complex multi– channel learning” with a different personalized mix for each learner Move to mobile learning
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Emerging eLearning Content Formats: Adapted Content – Advising & Counselling – Agent Based Content – Animations – Assessments – Audio – Blended Learning – Brain- based Learning – Business-based Learning – Collaborative Learning – Competency Based Learning – Conferences, Workshops and Webinars – Creative Activities – Cybercartography – Discussions Online – eBooks – eDrama and Role-Playing – ePortfolios – Exhibits – Experiential Learning – Games – Immersive Environments – Informal Learning – Inquiry Based Learning – Interactive Learning – Journals, Magazines & Newsletters – Laboratories – Language Learning – Learning Objects – Libraries Online – Live Presentations – Meta-cognitive Learning – Metaphorical Learning – Narrative Learning – Open Source Content – Podcasting – Polls & Surveys – Problem–based Learning – Project Based Learning – Remote Sensing – Resource Sites – Scenario-based Learning – Screencasting – Simulations – Situated Learning – Social Networking – Tours – Tutoring and Mentoring – Video Enhanced Learning – Visualization – Web Quests – Wiki Content – Workflow Learning
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Content for eLearning: general trends Move from a few “linear” online formats to a rich variety of “non-linear” teaching strategies Move from instructor led teaching to learner controlled learning and user generated content – both formal and informal learning – DIY Learning www.patientslikeme.com Move from receiving content to doing activities – i.e. the idea of content is replaced by the user experience – learning may be tacit or explicit
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Emerging eLearning Services: Accessibility Design – Analytics for learning – Archiving – Business Analysis, Intelligence and Forecasting – Change Management – Communities and Networks Development – Conferences – Consulting – Credentialing, Trust and Validation Services – Custom Content Development Services – Digital Rights Management – Graphic Design – Information Design and Flow Analysis – Instructional Design – Journals, Magazines and Newsletters – Learning Spaces Design – Libraries – Marketing Services – Outsourcing, Nearsourcing and Homesourcing – Project Management – Protection of Minors – Publishing and Distribution of Learning Materials – Quality Assurance – Security, Identity and Protection – Support Services – Translation Services – Web Sites and Portals
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Services for eLearning: general trends Driven by legislation for compliance to standards for accessibility, quality, privacy, and transparency (“scrutability”) Move from expert knowledge to mechanisms for building and sharing knowledge Globalization – “the world is flat”
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Understanding the future of e-Learning: Knowledge Life Cycles and Technology Adoption Cycles 10
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Problems New ideas and tinkering New Technologies New Content New Services New Integrative Solutions New Problems Cycle starts again with new players…
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Supportive Technologies Some learning technologies are SUPPORTIVE of the current way of doing things: Examples: Virtual Classrooms Presentation Software Authoring Tools Assessment Tools Learning Management Systems
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Disruptive Technologies Other learning technologies are DISRUPTIVE of the current way of doing things: Examples: Global Networking Artificial Intelligence Peer to Peer Technologies Collaboration Software Learner generated content Wearable computing
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Available from: the e-Learning Guild (with membership), or from www.operitel.com
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Next: Learning Technologies for Healthcare Anya Wood
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