Monday, April 14, 2008

 

AG 2008 Day 1 - Web 2.0 Innovations for Learning

Today I attended a pre-conference session entitled, "Web 2.0 Innovations for Learning: Podcasting, Social Networking, Wikis, Virtual Worlds, Blogs, and More" presented by Anders Gronstedt of The Gronstedt Group, Inc. Anders shared several examples of web 2.0 tools used for learning and facilitated discussion from the attendees to share examples also. During the last part of the presentation, he led us through a tour of Second Life while in world, for those of us who had accounts. It was a very interesting and engaging presentation.

Many of the examples he shared with us were either standalone or proprietary so unfortunately I can't link you to them, but I will describe some of the information here and provide links when possible.

First he started with some interesting information about how learning and learners are changing. The new generation of workers only have two sources of credibility; Peers and Parents. No longer a captive of the classroom, they create consume, mash-up and share material with each other. These Digital Natives (people exposed to new collaborative technology since birth) want to be engaged, in control, part of the story line with no tolerance for traditional training.

The best that can be said about most eLearning is that it "gives you the sensation of a coma without the worry and inconvenience." But some companies are making a fundamental change...

IBM

SUN has 4,000 employee blogs open to the public at blogs.sun.com and is one of the only fortune 500 companies whose CEO blogs.

National Semiconductor spent $2.5 million on video iPods for all its 8,500 employees

Intel hosts a wiki, "Intelpedia" with 5,000 pages, 13.5 million page views in the first nine months.

Nike's SKU - Nike course curriculum is presented as a subway underground.

EMC's podcasts

Victoria's Secret - Podcasts featuring its models, available in stores in wireless docking station.

Jamb Juice plays podcasts in the store during opening and closing when no customers are there.

Car Dealerships use a sales simulation called "Hire The Winner" as part of the recruiting and interview process.

Volvo has a business acumen simulation in which you run a dealership for three years and make decisions on product marketing, employee hiring, training, etc. and watch your business grow, or fail.

Pearson offers an overview of their businesses at Pearsonville

There are also numerous learning experiments in Second Life. Some Anders toured with us include:


In summary, training organizations should release the illusion of control and accountability and adopt adna dapt new modes of facilitating a learning experience.


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