web trends brandon hall
DESCRIPTION
Web 2.0 Trends & Applications in Learningby Dr. Gary Woodill and Janet Clarey, analysts from Brandon Hall Research Group, reveal how enterprises are leveraging Web 2.0. For the Elearning! Summit 4/30/09TRANSCRIPT
![Page 1: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/1.jpg)
LOGO
Gary Woodill & Janet Clarey
Web 2.0 Trends & Applications for Learning
![Page 2: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/2.jpg)
How to Participate
1. E-mail your questions and comments to [email protected] and [email protected]
2. TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them
3. Post questions during the session – we will answer them at the end
![Page 3: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/3.jpg)
Agenda
A theory about technology innovation lifecycles
Learning technologies in 1996, 2006, 2009, 2014
Differences between Version 1.0 and Version 2.0
Web 2.0 tools and technologies gaining traction
How Web 2.o tools and technologies are used to support workplace learning
Q & A
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Multimedia Technologies (1996)
Animation Tools – Assessment Tools – Audio Production – Authoring Tools–Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search –Quicktime Video
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E-Learning Technologies (2006)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs –Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards –Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – 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 – Voice Recognition – VoIP and Telephony –Wearable Computing – Web Feeds (RSS) – Wikis
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E-Learning Technologies (2009)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing –Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics –Learning Management Systems – Learning Objects and Repositories –Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – 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 – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
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Theory of Innovation
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Technology Innovation CycleProblems New ideas and tinkering
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
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Resistance
Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
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Resistance
Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
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Resistance
Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
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Technology Innovation CycleProblems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
New Problems
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Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
New Problems Cycle starts with new players
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Theory of Innovation
Products Applications Services
Technology Curve
Applications Curve (Content/Processes)
Services Curve
“Solutions”
|||||
E-Learning is here
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Version 1.0 – Supportive Innovation
“We look at the present through a rear-view mirror. We march backwards into the future.”
Marshall McLuhan
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Steamship 1.0
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Electric Light 1.0
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Automobiles 1.0
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Turn Signals 1.0
“Trafficators”
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Supportive TechnologiesSome learning technologies are SUPPORTIVE of the
current way of doing things:
Examples:
Virtual ClassroomsPresentation SoftwareAuthoring ToolsAssessment ToolsLearning Management Systems
Learning Technologies 1.0
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Disruptive TechnologiesOther learning technologies are DISRUPTIVE of the current
way of doing things:
Examples:
Global NetworkingArtificial IntelligencePeer to Peer TechnologiesCollaboration SoftwareLearner generated contentWearable computing
Learning Technologies 2.0
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Theory of Innovation
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Theory of Innovation
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Theory of Innovation
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Theory of Innovation
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies Declining technologies
?
Product Innovation Curve
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Theory of Innovation
Developing technologies
Product Innovation Curve (2006)
Affective ComputingAvatarsClassroom Response SystemsData MiningDecision Support SoftwareGesture and Facial RecognitionHapticsMashups and Web ServicesPersonal Learning EnvironmentsSmart Labels and TagsTelepresenceWearable Computing
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Theory of Innovation
Ascending technologies
Product Adoption Curve (2006)
Social Networking ToolsWeb FeedsSimulation ToolsSocial BookmarkingPersonalizationSemantic WebMobile TechnologiesWiki ToolsLocation ToolsGamingBlogsAgentsRobotics
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Theory of Innovation
Peaking technologies
Product Innovation Curve (2006)
Collaboration ToolsSearch EnginesIntelligent TutoringVisualization
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Theory of Innovation
Maturing technologies
Product Innovation Curve (2006)Animation SoftwareAssessment ToolsAudio and Podcasting ToolsAuthoring ToolsBrowsersCommunications ToolsCompetency Tracking SoftwareContent Management SystemsDisplay TechnologiesE-Portfolio ToolsGraphics ToolsLearning Management SystemsLearning Objects and RepositoriesMetadata, Ontologies, TaxonomiesNatural Language ProcessingPeer-to-Peer TechnologiesPortalsPresentation ToolsRapid E-Learning ToolsVideo and IPTVVirtual RealityVoIP and Telephony
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Theory of Innovation
Declining technologies
Product Innovation Curve (2006):
Computer Assisted InstructionComputer Based Training (CBT)CD-ROMDVD-ROMFloppy Disks
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The Big Picture
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies Declining technologies
Training Technologies (1996)
Compact Discs
Web 1.0
Text Only Internet
CBT
Overheads
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The Big Picture
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies Declining technologies
Training Technologies (2006)
Web 2.0/Clouds
Robotics/Agents
Web 1.0
Compact Discs
Text Only Internet
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The Big Picture
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies Declining technologies
Training Technologies (2009)
Robotics/Agents
Collective Learning
Web 2.0
Web 1.0
Compact Discs
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The Big Picture
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies Declining technologies
Training Technologies (2014)
Collective Learning
Bio-learning
Robotics/Agents
Web 2.0/Clouds
Web 1.0
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E-Learning Technologies (2009)Affective Computing – Agents – Animation Tools – Artificial Intelligence –Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing –Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics –Learning Management Systems – Learning Objects and Repositories –Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – 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 – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
•Social Networking Services•Blogs•Wikis•Virtual Worlds
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Social Networking Services
16
• Find experts
• Get fast answers
• Build relationships
• Informal learning
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Blogs
16
•Capture knowledge
• Reflection
• Feedback
• Professional Development
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Wikis
16
•Manage information
• Provide documentation
• Share resources
• Knowledge repository
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Virtual Worlds
16
•Greater social presence compared with other learning technologies
• Enhanced interaction
• Realistic 3D objects and environments
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Hewlett-Packard Web 2.0 Community
16
Components of the Web 2.0 Online Learning Community:
•Blogs
•Discussion Board
•Social Bookmarks
•Wiki
•User-generated content
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Hewlett-Packard Blogs
16
Shared authorship:
•Novice
• Expert
•Course vendor
• Learning & Development
Supports:
•Audio/ Video
• Images
• RSS Feeds
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Hewlett-Packard Discussion Board
16
• Share knowledge
• Share experiences
• L & D facilitates discussions
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Hewlett-Packard User-Generated Content
16
• Rapid development tools
• Instructional design support
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Hewlett-Packard Wiki
16
HPedia
• Same framework as Wikipedia
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Hewlett-Packard Social Bookmarking
16
• Stores bookmarks on server
•Tag and share resources
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Hewlett-Packard : Measuring
16
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Hewlett-Packard : Benefits
16
•Time and Cost Savings
•Productivity Improvement
•Common Language
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GE Contractual Services : Virtual World
16
Training program to elicit time-critical strategic behavior in response to a forced outage situation
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GE Contractual Services: Virtual World
16
Design
•Movie storyline
•3 hours
•Game-based steps
•Uses actual tools staff would use (PDA, cell phone, laptop)
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GE Contractual Services: Virtual World
16
Game design
•Automated bots mimic personnel
• Simulation uses artificial intelligence to provide responses
•Hidden timeline used
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GE Contractual Services: Virtual World
16
Benefits
• Improves time response to outages
• Better organization of people and equipment
•Accuracy and appropriateness of performance
• Increases confidence
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Summary
There has been an “explosion” of learning technologies since the mid-1990s
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Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous
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Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
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Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidate
![Page 62: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/62.jpg)
Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominent
![Page 63: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/63.jpg)
Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominent
![Page 64: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/64.jpg)
Summary
There has been an “explosion” of learning technologies since the mid-1990sTheory of innovation lifecycles suggests that change is discontinuous Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)Market is starting to consolidateWeb 2.0 tools (especially Social Media) are now prominentNeed to experiment with the new tools – “low cost failure”
![Page 65: Web Trends Brandon Hall](https://reader033.vdocuments.site/reader033/viewer/2022051613/54c7f9654a795907498b456c/html5/thumbnails/65.jpg)
Q & A
Here is how you can connect us:
E-Mail: [email protected]@brandon-hall.com
Blog: http://brandon-hall.com/garywoodillhttp://brandon-hall.com/janetclarey
Website: http://www.brandon-hall.comTwitter: @gwoodill
@jclarey
Thank you!