exploring the new e-content pyramid
DESCRIPTION
Presentation given to ALT-C in Leeds and the IITT Trainers' Conference, September 2008.TRANSCRIPT
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expl
oring
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100000 years ago ago
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1990
1970
2010
2000
1980
A UK history of corporate e-learningor
every dog has its day
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era of instructional design
1990
1970
2010
2000
1980
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1990
1970
2010
2000
1980
era of instructional design
era ofvideo
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1990
1970
2010
2000
1980
era of instructional design
era ofprogrammi
ng
era ofvideo
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1990
1970
2010
2000
1980
era of instructional design
era ofprogrammi
ng
era ofvideo
era ofgraphicdesign
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1990
1970
2010
2000
1980
era of instructional design
era ofprogrammi
ng
era ofvideo
era ofgraphicdesign
era ofproject
management
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1990
1970
2010
2000
1980
era of instructional design
era ofprogrammi
ng
era ofvideo
era ofgraphicdesign
era ofproject
management
Connectivity
IT literacy
Easy-to-use
tools
Newexpectatio
ns
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1990
1970
2010
2000
1980
era of instructional design
era ofprogrammi
ng
era ofvideo
era ofgraphicdesign
era ofproject
management
era ofthe user
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“When the rate of change outside exceeds the rate of change inside, the end is in sight.”
Jack Welch
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A new model
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TOP DOWN
BOTTOM-UP
The e-content pyramid
Source: Nick Shackleton-Jones
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The long tail
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The long tail of e-content
Learning needs
Jobs for specialists
Jobs for subject experts
Jobs for enthusiasts
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The nature of e-content
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Selling an idea Learning Providing information
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TOP DOWN
BOTTOM UP
Tutorials
Demos
Guides
Games / sims
Assessments
Presentations
Interviews
White papers Blog postings
Wiki content
Forum postings
Presentations
Case studies
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Who needs rapid content?
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“Courseware (live or self-paced) developed in less than three weeks, where SMEs act as the primary development resource.”
LTI Magazine“Web-based training programmes that can be created in a few weeks and which are authored largely by SMEs.”
Bersin & Associates
Rapid e-learning
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“72% of all training challenges are time-critical.” Bersin & Associates (2005)“78% of trainers in US are under pressure to develop e-learning more rapidly.”
eLearning Guild (2005)
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Who needs bottom-up content?
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1%9%
90%
The 90:9:1 rule
Creators
Synthesisers
Consumers
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Who has the skills?
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Using a digital camera
Editing photos
Using a camcorder
Editing movies
Writing textual content
Laying out textual content
Creating graphics
Building presentations
Recording audio
Editing audio
ProfessionalEnthusiast
ImproverBeginner
Virgin
At what level are you?
At what level are your children (or your friends’ children?)
At what level are your direct reports?
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What skills are needed?
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If you had just 60 minutes to convey the absolute essentials of e-content design, what key messages would you include?
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The 60-minute masters
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Module Key points
Prepare Set a realistic goal
Consider the content from the learner's point of view
Inform Hook learners in emotionally
Present your material clearly, simply and in a logical order
Illuminate your material with imagery
Use audio appropriately
Consolidate
Put your material into context with examples, cases and stories
Engage users with challenging interactions
End with a call to action
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http://www.learning15.net/wiki/index.php?title=The_60-minute_mastersThe wiki
The coursehttp://www.kineolearning.com/60minutemasters/http://www.learning15.net
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Where does that leave the professionals?
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… producing materials that incorporate a
degree of intelligence or personalization
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… creating challenging
scenarios using rich media
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… creating simulations with
enough functional fidelity that they almost
seem real
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… introducing elements of
game play that up adrenaline
levelsa bit
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… creating 3D models of interesting
objects that can be manipulated
and explored
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… creating virtual worlds with enough
physical fidelity that they become
immersive
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So, if you’re a professional
developer, what proportion of
your work is like this?
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A reality check
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the meansWhat every criminal
(and everye-content
designer) really needs:
the tools the skills
the motivethe interest
the incentive
the opportunitythe time the authority
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100000 = 32 years