Wednesday, December 15, 2010

Learning Design: Wikis

Wiki, also the Hawaiian term for rapid, is a website in which content can be edited by the user or consumer. They are open forums for the exchange of ideas among colleagues. Wikis have two basic modes: document and thread. In document mode, multiple authors can edit and update content until the document gradually becomes a representation of shared knowledge. In thread mode, users discuss items of interest by posting messages to a common theme or question.

The use of wikis in corporate training and knowledge management practices is becoming increasingly popular, especially since the content is searchable and the cost is cheap. Security should not pose any threats, as content can be password protected if necessary. A bigger threat to the success of a wiki is "a cultural change [in the workplace]whereby staff members adopt a habit of entering content regularly" (T+D, 2009). So, start slow; encourage employees to share meeting notes or customer inquiries and solutions.

Once learners are on board adding relevant content to the wiki, invest more effort in the wiki's design. In the least, add corporate logos and colors or consult a web design developer. Add features like the ability to let users share podcasts, videos, graphics, and other multimedia to enrich the experience of using the wiki as both a training and knowledge management tool.

Some of the many items your company can store within or glean from a wiki include: glossaries, study guides, presentations, virtual tours, portfolios, evaluations (through participant and project tracking), product reviews, FAQs, event calendars, and policies/ procedures. Wikis have the potential to be extremely effective content management systems(CMS)/ repositories.

Reference
T+D: Learning 2.0: The Best of Social and Informal Learning 2007-2009. Can be purchased here: http://bit.ly/fZL47g

Wednesday, December 8, 2010

Learning Development: ZPD and Gaming

DevLearn 2010 presentation on gaming




9 reasons to use games for learning:

1) Gives learners choice
2) Customize needs
3) Non-linear approach
4) Keeps learner in ZPD (Zone of Proximal Development)
5) Leverages failure in a positive way
6) Immerses learner in context/ role
7) Evolves learners into problem solvers
8) Makes data visually appealing
9) Games are fun!

I found #4 particularly interesting. Vygotsky’s ZPD (Zone of Proximal Development) is the distance between a learner’s actual developmental level and potential developmental level. He defined potential development as “determined through problem solving under adult guidance, or in collaboration with more capable peers.” So, in order for a learner to progress from actual to potential developmental levels, he/she needs to be provided with concepts in a supporting and collaborative environment. As the learning progresses within such an environment, the learner's reliance on scaffolding decreases over time as the learner develops their own autonomous learning strategies toward mastery. The combination of choice, customization, and context provided by games seems like a great way for learners to be provided the scaffolding necessary for learning. It is also possible to simulate real life situations and social interaction using games to help learners learn from mistakes and solve problems.

Reference:
http://www.innovativelearning.com/games/9-reasons.html

Thursday, December 2, 2010

Learning Development: In the Cloud

Cloud computing refers to one of three models: Software as a Service (SaaS), Platform as a Service (PaaS), and/or Infrastructure as a Service (IaaS)

The idea is that businesses save time, money, and resources by outsourcing some or all of their internal applications, networks, platform integration, and server access to companies that provide these tools as a service. This allows for on demand virtual collaboration via social learning tools such as wikis and blogs that can replace costly travel and in house learning labs currently used for training. Cloud computing could potentially "reduce IT and related expenditures between 50 and 90 percent." (Gilmore)



The biggest concern surrounding cloud computing is a fear for the privacy and security of company information. The biggest challenge for users is integrating cloud computing experiences with established in-house IT and merging the two independent systems to communicate with eachother. Regardless of these concerns, cloud computing will change how people learn and will change how companies structure training and employee development. "It's not a matter of if learning executives should consider using cloud services, but when." (Gilmore)

Reference:
Gilmore, Agatha(2010)Learning in the Cloud. Retrieved from: http://clomedia.com/articles/view/learning_in_the_cloud