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Saturday, April 11, 2009

Camtasia Lab – create a short learning object

I’m on leave for a few weeks, so I decided that I better leave you some homework to keep you occupied in my absence.

Objective
The objective of this assignment is to create a short e-learning module based E-Learning_Curve_Blog_Using Camtasia upon a PowerPoint presentation. Your mission (should you choose to accept it) is to convert a PowerPoint presentation into a Web-deliverable format.

The demo must contain slides, animation, graphics, transport controls and a progress bar. In the ‘Things to Try Yourself’ section of the tutorial, there are some guidelines about how to add audio narration to your learning object.

Format
The published learning object must be a Flash movie (FLV or SWF) file, and the file must be able to play back in a standard Web browser such as Internet Explorer, Opera or Mozilla Firefox.

Lab Structure

  • Task Breakdown 1
  • Task Breakdown 2
  • Recording your presentation
  • Edit your content
  • Publishing your content
  • Some things to try yourself
  • Conclusion
  • References / Sources

Click here to download the PDF of the tutorial.

Hopefully this assignment will keep you occupied in my absence, so I would like to wish you a happy Easter / Spring break, and I’ll talk you in May.

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Tuesday, April 7, 2009

Adobe eLearning Suite Review on BDLD

Donald Clark has very comprehensively reviewed the new Adobe eLearning Suite (eLS) on his always interesting and informative Big Dog, Little Dog blog.

As you may recall, I posted on eLS when the suite was released, and while welcoming this addition the e-learning practitioners’ content development toolkit, I tempered my enthusiasm as follows:

Where I think Adobe missed a trick is that they should have released this package at least five years ago. While we can say that in the early 2000’s, the e-learning industry wasn’t as large a market segment as it is today, it was eLS_boxsubstantial enough. Certainly enough of a market segment to be a valuable revenue-generating stream for the company. Unlike DTP, graphical design, and video post-production (which were digitized evolutions of existing industries) e-learning was a whole new industry, a real-life child of the World Wide Web.

I’ll give with one hand and take away with the other: well done Adobe, great to see you’ve finally committed to e-learning; equally, an e-learning suite of tools is such an obvious addition to your product range that you should have done this years ago.

The suite consists of the following apps:

Tool Adobe's Description
Captivate mnemonic Adobe Captivate® 4

Create and deliver rich interactive content

Dreamweaver mnemonic

Adobe Dreamweaver® CS4 with CourseBuilder Extension

Design, develop, and maintain standards-based websites and applications

Flash mnemonic

Adobe Flash® CS4 Professional with Learning Interactions

Create and deliver rich interactive content

Photoshop mnemonic

Adobe Photoshop® CS4 Extended

Discover new dimensions in digital imaging

Presenter mnemonic

Adobe Presenter 7

Rapidly create high-impact Adobe Flash presentations and eLearning courses from PowerPoint

Soundbooth mnemonic

Adobe Soundbooth® CS4

Create and edit audio with ease
acro9logo

Adobe Acrobat® 9 Pro

Protect documents and accelerate information exchange with PDF

Very full-featured indeed: if I was starting work today as a learning and development professional and I was handed this set of applications as my courseware production platform, I would be very happy with it.

But don’t just take my word for it: here’s (a very highly abridged version of) what Donald Clark has to say:

It is a complete and tightly integrated solution for authoring rich learning content. …All-in-all the Adobe eLearning suite is a great product for designers, being that it is the first elearning suite.

His review describes the applications and functionality of the Suite in very good detail, and Donald uses his own experience of using the platform to throw further light on how the applications integrate to enable e-learning designers (“instructional designers, developers, and other learning specialists”) to create high-quality courseware.

Donald concludes his article by discussing what he’d like to see in version next of the Suite and his overall impression of the package. Click here to read the review in full.

Note: Adobe have published and are maintaining a useful blog for Captivate users. Click here for more.

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Monday, April 6, 2009

E-Learning Curve Blog is ‘Blogger of the Week’ on E-learning Planet

I’m delighted (and very proud) to have been awarded the Blogger of the elearning_planetWeek accolade from E-Learning Planet.

This multi-faceted site includes e-learning forums, information on e-learning jobs, reviews on e-learning products, and so on.

According to the site, they “post information that covers all aspects of e-learning” including:

  • An e-learning blog.
  • Facilitates collaborative learning between e-learning professionals through its forum.
  • Conducts frequent online contests for e-learning professionals.
  • Provides free online training and assignments for instructional designers and graphic designers.
  • Selects its favorite blog post and blogger from the e-learning blogosphere on a weekly basis.
  • Selects active participants in the planet’s forum.

E-Learning Planet select the Blogger of the Week based on the following parameters:

    • The number of informative, innovative, and self blog posts in a week
    • The number of positive comments from visitors

Previous Bloggers of the Week include Donald Clark, Tony Karrer, Harold Jarche, and Jay Cross. I’m not sure I deserve to be in such illustrious company, but I’ll take it!

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Friday, April 3, 2009

Informal Workplace Learning: KMs and virtual environments

Concluding our overview of influences which are contributing to the emergence of informal and non-formal learning in the workplace. Yesterday, I discussed three of the five change factors influencing how learning activities are being implemented in the workplace:

1. Blended learning
2. Talent management
3. Web / Learning 2.0
4. Knowledge centers
5. Immersive learning simulations (serious gaming).

Today, I'm going to look at the remaining change factors.

Knowledge Centers
A knowledge center provide a central, just-in-time location for information. It is a single-focused interface with information about a specific topic, like IT applications, sales, or project management. A knowledge center is often a portal or part of the company intranet (like Moodle or SharePoint), or it is the knowledge management component of an LMS like BlackBoard. Knowledge Centers are where information workers go for FAQs, the latest tips, tricks and how-to's, links to external resources, relevant information, and other resources about a specific topic that may not be directly related to a formal course (see Figure 1).

KnowledgeCenter1

Figure 1 Employees Find Help In A Knowledge Center

Sites must be useful, up-to-date, and responsive to employee needs. An organization must decide on the most important knowledge center topics, create a user-friendly site, and populate it with information. A designated person must be responsible for maintaining the knowledge center portal and identifying new information and material for the site. Survey employees about their needs and provide a feedback box on the site.

Immersive Learning Simulations: Serious Games
Simulations are models of the real world. Add pedagogically sound content, learner interaction and involvement, and a gaming element — all focused on achieving a learning goal — and the result is an immersive learning simulation (ILS).

The challenge is getting the right mix of learning and gaming. Today’s most immersive learning simulations are custom creations from a specialized vendors, and they are more obviously expensive than traditional e-learning content development. Achieving the right balance between the gaming and learning components takes expertise from three professionals: a subject matter expert, an instructional designer, and a game developer, all working closely together.

As more immersive 3D social networking environments like Second Life (2L) become available, serious gaming will become a more common modality for non- and informal learning. There are some problems associated with the environment, however. According to Bill Brandon (2007, p.7)

for typical non-students (employees) sitting through a slide-presentation-and-lecture in Second Life is no more effective (and likely less so) than sitting through the same dog and pony show in a physical space.

With this in mind 2L does have potential; e-learning practitioners can use it to create effective constructivist learning environments. For example, if you have a requirement similar to this for sales training, negotiation skills, diversity training, or any other communication- based skill, Second Life might be all you need. Interactive learning activities (like simulations, immersive learning, and gaming) put employees in virtual yet authentic situations, where they can learn the skills and materials while also making decisions and getting immediate feedback on their choices.

The transformation of workplace learning means that organizations must develop informal learning as a resource for employees. As the younger workforce becomes a more significant part of organizations and moves into management positions, these people will demand different kinds of learning opportunities and tools to get to learning resources quickly.

2l_img Figure 2 VLE on 2L

They expect to control much of their own learning, so learning professionals must offer an range of useful up-to-date resources inside and outside the organization for information, knowledge, and training. If employees don’t see these learning resources as part of their organization's talent management and development programs, the chances are that they will move to more progressive companies that will acknowledge their learning and career development needs.

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References:

Brandon, B. (2007) ‘Give Your e-Learning Some (Second) Life: Simulation Made Easy.’ eLearning Guild. [Internet] Available from: http://www.elearningguild.com/articles/abstracts/index.cfm?action=viewonly2&id=246 (subscription required). Accessed 19 March 2009

Schooley, C. (2008) Informal Methods Challenge Corporate Learning [Internet] Available from: http://www.forrester.com Accessed 12 March 2009

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Thursday, April 2, 2009

Informal Workplace Learning: paradigm changes - more

I'm looking at some influences which are contributing to the emergence of informal and non-formal learning in the workplace. In my previous post on this topic, I outlined five change factors:

  1. Blended learning
  2. Talent management
  3. Web / Learning 2.0
  4. Knowledge centers
  5. Immersive learning simulations (serious gaming).

I will discuss the first three of these today.

Multiple-Channel learning or ‘blended’ learning is not a new learning approach, but it is becoming more common within training programs. Multiple-channel learning uses a range of learning modalities to train learners, as appropriate to the content and the context (see Figure 1). For example, a learning module might include some classroom learning, followed by some self-paced e-learning, with periodic online virtual classroom sessions for discussions. When learners reach a level of competence, they could be assigned mentors who work with them during their on-the-job training period.

forrester_blend Figure 1. Multiple “Blended” Learning Channels

However, no formula exists for a successful multiple-channel learning course. The question that a learning and development professional must ask is,

What instructional blend is going to work best, given the kind of students, the nature of the content, and the skills these people need?

Sometimes blended learning includes just two modalities, like self-paced online learning along with virtual classroom for discussion and interaction. Sometimes a face-to-face component is central, with synchronous and asynchronous instruction, mentoring, or community of practice used for review, collaboration, and support.


Increasingly, employers struggle to attract and retain the best talent. Enter Human Capital Management. Organizations need the ability to seamlessly assess worker competencies and to provide employees with learning experiences that will close knowledge gaps and enhance job performance. Learning doesn’t stand by itself any longer — it’s integral to the other components of human capital management (see Figure 2).

forrester_blend2 Figure 2. The Four Pillars Of Strategic Human Capital Management

But unified learning and talent management systems don’t necessarily integrate. Many organizations have embedded legacy point solutions for learning, performance, and compensation. These solutions do not integrate well, and this inhibits seamless movement of information. For example, once a manager conducting a performance review identifies one or more employee competency gaps, the manager should then have the ability (through integrated applications) to assign learning directly to an employee learning plan that will help close the gap.


Learning 2.0 is a trend in which employees take more control of their learning and knowledge gathering. They decide what they need, where to go, and how to find information from a variety of resources both inside and outside of their corporate intranet (see Figure 3).

forrester_blend3 Figure 3. Employees Drive Their Own Learning

To facilitate this, workers must have robust tools like expertise location, search, and instant messaging (IM) available to them, and they must know how to make the best use of these tools. A new mind set is required for Learning 2.0 to succeed. Many business leaders (and indeed HR departments) think of learning as classroom courses, even though most are beginning to grudgingly accepted e-learning as appropriate for certain kinds of training. Many people – especially those from a traditionalist or pre-digital era - are still skeptical about the place of informal tools in the work environment. The thinking goes:

Dollars allocated to learning are for formal courses, even though learning after formal college education takes place informally and non-formally.

Worse again, in certain “toxic” workplace environments individual or small group engage in the unsavory activity of empire building - where they attempt to gain control over key projects and initiatives in order to maximize their job security and promotability.

Empire builders hoard credit and prestige for projects, and knowledge-sharing is anathema to them. This approach prevents other people in the organization from contributing in a meaningful manner, and alternative or competing projects to address the project's goals are destroyed regardless of their merit. The outcome of empire building is, inevitably, that the organization suffers as a whole, projects fail, and organizational goals are achieved only partially, inadequately, or not at all. This sort of behavior is very common.

The tender shoots of non-formal learning will inevitably be destroyed by the weeds of empire building. For non- and informal learning initiatives to be implemented successfully, environment of sharing, where employees are expected to share rather than hoard information must be formed.

More...

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References:

Schooley, C. (2008) Informal Methods Challenge Corporate Learning [Internet] Available from: http://www.forrester.com Accessed 12 March 2009

Wednesday, April 1, 2009

Irish Government to tax learners with "failure fee"

The Irish Government is set to tax learners with a "failure fee" in the budget next week.Image

Today, a source close to the ‘Grandpa Simpson of Irish Politics’ Minister for Education Batt O'Keeffe TD (yes, that really is his name) announced that the Department intends to tax the corporate sector through a levy on incorrectly answered questions in e-learning evaluations in an effort to generate money for the public purse in response to the deepening global economic crisis.

When questioned further the government source - who did not want to be named for national security reasons - elaborated on this plan, by saying that:
The e-learning sector in Ireland is doing really well, despite the downturn. There are 100px-Batt_O'Keeffe lots of people out there using courseware over and over again, basically for free once they pay their initial fee for the content. We are looking for a way to continue to generate revenue from people every time they use a piece of e-learning. After consulting with experts, we have developed a bold and innovative approach to do this: we are going to charge learners a fee when they answer test questions incorrectly.
The government have already cut primary teacher numbers (making the student-to-teacher ratio the highest in Western Europe), and re-introduced third-level fees for the less well-off.

We are working with a number of prominent Irish e-learning providers to mandate that an extra piece of code called Reactive User Scoring Evaluations (RUSE) will be embedded in all e-learning content that will require the learner - or their company - to abewavebigsign up with PayPal and the Department of Revenue so that they can be automatically charged a "failure fee" of one cent every time they answer a question wrong.

We are also collaborating with organizations like ADL/SCORM to add a new field to IMS manifest files to help us track this levy, so that when a user submits their test, the data is sent to our database. There seems to be a concern at EU level that this affects Irish citizens' privacy and human rights, but in these tough times we have to put aside such selfish ideas and think of the greater good of the nation.
The source continued:
This has been incorrectly called a stealth tax. It's not. We want everyone to know about it. We see this as an opportunity to monetize a previously untouched area of education, and a great way to motivate people to study even harder and answer correctly on training courses.

Frankly, if people are too stupid to get the answers right, they're too thick to be in a job. We think that we're doing companies a favor by letting them know how many eejits they have in their midst, which is keeping people with real skills out of employment. Based on current worker fail rates, this scheme will also net us about €6 million in the first year, which is a real sweet deal.

An opposition party spokesman stated that
this is typical of the gombeen-man ignorance in this government: everyone knows that this will fall flat on its face, much like the e-voting debacle a few years ago. I don't know, sometimes I just despair of this crowd of wasters. They are truly unfit to hold public office in a modern democracy.

Industry insiders speculate that a move by the government to implement this program, called the Finance Act for Knowledge and Education - or FAKE - will lead to an increase in ‘unsupervised education’ and dangerous 'free-form learning' taking place 'off the grid.'

One particularly gloomy respondent considered that Ireland would see a resurgence of the 'hedge-schools' which emerged during the Penal Laws in the 19th Century. What's worse, it’s the kind of "innovation" that governments internationally will see as a legitimate source of tax revenue in tough times ahead.

If you want to help me stop this disaster before it’s too late, please e-mail the Secretary of the Department of Education, a Ms. Avril O'Fol at [email protected] with the e-mail header "Think of the children - stop the madness."

It’s important that you do this today, the first of April 2009, or it will be too late.

Thank you.

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Notes:

A Gombeen Man is a pejorative Hiberno-English term used in Ireland for a shady, small-time "wheeler-dealer" or businessman who is always looking to make a quick profit, often at someone else's expense or through the acceptance of bribes.

An eejit is similarly an offensive term used in Ireland that deliberately insults somebody's intelligence or foresight. An idiot.

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