Friday, June 19, 2015

GLOBAL TRAINING: AN INSTRUCTIONAL DESIGN & TECHNOLOGY TREND IN BUSINESS

Photo By: Robert Ball

The ability to connect employees across the globe has become commonplace with the rise of technology, the Internet, and social media. Instructional designers may no longer be simply designing for one group of people all located in one building or area. Trainings now are being designed for employees who are working around the globe. Companies who have office locations or employees in all parts of the world are able to easily reach distant members of the team with elearning and mlearning. Instructional designers must be aware of the diversity of every group of individuals their training will reach. Language and cultural differences must be taken into consideration when designing for a cross-cultural audience.

Reiser and Dempsey covered the topic of cross-cultural training well in chapter 18 of Trends and Issues in Instructional Design and Technology. The focus of the trend is the emphasis placed really on trainers using their resources and ensuring they do their research beforehand. The most valuable resources mentioned were subject matter experts, translators, and cultural experts. These experts can help instructional designers develop successful training materials taking into consideration societal and cultural factors. Such factors include, heritage, traditions, symbolism, rules for learning and problem solving (Reiser, 2012). Reiser and Dempsey also provided an eye-opening statement about the designing process, “Instructional designers must observe the world through the lens of another culture other than their own while being aware of the extent to which their own culture determines how they practice instructional design” (p.182, 2012). The statement stood out to me because so much of the research I read focused on analyzing who you are designing for and how their cultures are different, while this statement addresses the need to look within. A designer must come to the drawing board understanding their own learning and teaching culture and how their own beliefs affect their training products.


Check Out The Resources!

I liked this article because it not only outlined good practices for successful cross-cultural training, but it also provided examples of successful training practices being implemented in a variety of global companies.
Chebium, R. (2015, January 7). How to Create an Effective Cross-Cultural Training Program. Retrieved from http://www.shrm.org/publications/hrmagazine/editorialcontent/2015/010215
/pages/010215-cross-cultural-training.aspx#sthash.6mab2DD6.dpuf. Society For Human Resource Management60(1).


This article, also published by SHRM, isn’t solely specific to IDT. The Q & A interview with Global business expert Erin Meyer gives excellent insight for any professional teamwork that is completed cross-culturally. The interview gives excellent advice for successful communication and teamwork across borders and cultures.
Maurer, R. (2014, September 30). Navigate Cultural Differences to Succeed Across Borders. Society for Human Resource Management. Retrieved from http://www.shrm.org/hrdisciplines/global/articles/pages/navigate-cultural-differences-succeed-across-borders.aspx

Reiser, R. A., & Dempsey, J. V. (2012). Instructional Design in Business and Industry. Trends and Issues in Instructional Design and Technology, 3rd Edition. Boston, MA: Pearson Education.


TRAINING DOWN UNDER! A LOOK AT INSTRUCTIONAL DESIGN AND TECHNOLOGY IN AUSTRALIA

Sydney Australia, Photo By: Michael McDonough

In researching the Instructional Design and Technology trends of Australia, I found many similarities to the Instructional Technology experiences I have had in learning and in practice. The Australian Institute of Training and Development, similar to The Association for Talent Development in the United States presents an array of resources for members. Including scholarly articles outlining current trends in training and development. The Australian trends for IDT are focusing more and more on the technology side of the field. There is an increased focus on eLearning, including distance education, blended learning, HTML5 creation, gamification, mobile learning, MOOCs, learning management systems, training video production, social media, and a bring your own device approach to learning at all levels. The organization cites a growing separation between the fields within IDT and an unsure economy among the reasons for a need increase resources that are applicable across all of the sectors of Instructional Technology.

In exploring the history of Instructional Design and Technology in Australia, the article, What's in a name! That which we call a course by any other name would smell as sweet from The Australian Journal of Educational Technology written by James H. Strain and Alistair Inglis, gives an insightful look into the value Australians and the Australian government places on effective training. The Training Guarantee Act that came into effect in Australia in 1990 exemplifies the value seen in IDT.  “The Training Guarantee Act requires employers with an annual national payroll of $200,000 or more to spend the equivalent of 1% of this payroll on eligible training expenditure” (Strain, p. 3, 1990). The Training Guarantee Act was created because it was found in many industries and government agencies there was little or no training being provided to the workforce. The Australian government recognized the economic and social benefits of a well-trained workforce and therefore passed the bill in 1989. The Training Guarantee Act encouraged employers to see training as an investment instead of a coast burden.

I also found several training, certificate, graduate, and PhD programs for the field of Instructional Design and Technology available in Australia. Course outlines for these programs vary based on concentration, but I did find there is a consistent focus on not only the technology but the pedagogy as well. A sample of a graduate program from the distinguished University of Sydney can be found here: The University of Sydney: Master of Learning Sciences and Technology.


Check Out More Resources!

Education in Australia: Past, Present, Future
This fun, quick YouTube Video provides fast facts that really show the Australian government's and the population's appreciation and support of education and the growth of technology in education.

The Australian Institute of Training and Development
Great, all encompassing resource for instructional designers, trainers, and educators in Australia.

The University of Sydney: Master of Learning Sciences and Technology
Example of curriculum for an Instructional Design & Technology student in Australia. Provides a good look into the similarities and differences between a U.S. and Australian course of study.

Australasian Journal of Educational Technology
Collection of scholarly journal articles about every facet of the field of Instructional Design and Technology. 
Strain, J. H., & Inglis, A. (1990). What’s in a name! That which we call a course by any other name would smell as sweet. The Australian Journal of Educational Technology6(1). Retrieved from file:///Users/terriboyer/Downloads/2311-7292-1-SM.pdf


Friday, June 12, 2015

GAMES IN EDUCATION

Photo By: Ian Dick

What is Gaming in Education?

We all have played games in our life. When asked whether we would like to go to school, go to work or play a game, I can bet the majority of us would answer ‘Play a Game!’. Games are fun, attention holding, and bring out a natural competitive nature to achieve a goal. These characteristics make games a perfect platform for teaching and training learners. The gamification of instruction is growing ever present because of the great popularity of games, and the gaming ability to hold a learners attention, make learning enjoyable, and help learners retain information. Instructional designers and teachers alike are taking advantage of this incredible teaching and learning platform.

The Impact of Gaming in Education & Training:

The benefits of gaming in training and education are proven and impactful. Games are entertaining, engaging, and motivating. Games keep the learners attention, they provide a more interesting way to gain knowledge, understand facts, and learn content. Learners often become emotionally invested in games, which is a large contributing factor to better retention of material long term. Students stay engaged in learning and often are able to stay better focused than in a traditional classroom environment. This focus allows them to achieve set learning goals. Learners are motivated by games and feel a connection to, and a responsibility for their learning. Games put students in control of their chosen adventure, and their learning.
Games are also a great way to implement problem-based learning and teach learners applicable problem-solving skills in life or on the job. One of the greatest impacts gaming has on the education field is how customizable games are. Instructors have the ability to differentiate learning for diverse learners and learning styles. Games can also be specifically designed appropriately not only for the audience but also for the learning content.

Keeping Up With the Gaming Trend as an Instructional Technologist:

Gaming is proven effective for training learners of all ages. Well-designed games are engaging, motivating, and entertaining. Games are also customizable and can be created to meet the needs of any educational topic and learning objectives. As an instructional technologist having the ability to design and create games as an alternative to traditional training cannot be ignored. The gaming world is growing exponentially daily, and provides an incredible opportunity to effectively impact learners of all ages. Instructional technologists need to have many tools in their instructional design toolbox, and knowing how to implement gaming effectively is an impactful one. I am very interested in learning how to design digital games for adult learners that can be used in a variety of fields and settings. Games for the traditional classroom setting should not be disregarded. Face to face trainings that incorporate team games are more memorable for learners than a traditional lecture or presentation. Learners are more likely to retain information they are presented if it is in the form of a digital or live game.


Gaming in Education Resources:

The website has every format of resource a teacher needs to research and implement game-based learning in the classroom. This site stood out to me because of the wealth and variety of information provided.

Edutopia. (2014). Game-Based Learning: Resource Roundup. Retrieved from http://www.edutopia.org/game-based-learning-resources

Check out this great article from elearning industry on the benefits of games in the adult learning setting. The article outlines five huge benefits of gamification including the engaging factor, proven effectiveness, employee comfort level, educational, and learning theories. This article stood out to me as a great resource for industries that may be hesitant to incorporate gaming into their traditional training arsenal.

Draeger, N. (2014, May 12). 5 Reasons You Need To Be Using Games For Corporate Training. eLearning Industry. Retrieved from http://elearningindustry.com/5-reasons-you-need-to-be-using-games-for-corporate-training

This short youtube video gives an overview of the motivational factors of gaming in the corporate setting. The video stood out to me because it also breaks down the different ways gaming can be implemented in a business for effective training.

TechnologyAdvice. (2014). Gamification in Business. Retrieved from https://www.youtube.com/watch?v=vInCVUIiq6g

Designed Activity for Gaming in Education or Training:

This activity was designed using a simple Jeopardy style PowerPoint template. The game was created for adult learners who are chemical plant operators, the topic of the game is mastering the standard operating procedure and safety requirements for loading a tanker. The game is designed to be played in a whole group setting with learners divided into teams.


Check Out My SoundCloud Presentation on Gaming in Education:

WEARABLE TECHNOLOGY

Photo By: Ted Eytan

What is Wearable Technology?

Smart Watches, iPods, Virtual Reality Glasses, Google Glass, Fitbits, and GoPro Cameras are all members of the newest technology craze family of wearable technologies. The wearable technology name describes the latest inventions well. Wearable technology is simply technology devices, usually small in size, which can be worn on your body. These wearable technologies are the latest craze in the technology and communication world. Smart Watches are the new smart phones, with all the capabilities of a traditional smart phone in a compact wristwatch. Fitbits and other productivity wristbands can be seen on nearly every person walking down the street and have the potential for monitoring and improving health. Google Glass and VR Glasses haven’t exploded as quickly as some of the other wearable technologies but there is incredible potential for these devices for individuals personally and professionally.


The Impact of Wearable Technology on Education & Training:

Although the majority of people are the most eager about the potential these amazing wearable technologies will have on their personal lives, the potential impact on educational opportunities is equally as exciting. One of the largest impacts of wearable technologies is they are with the learner at all times wherever they are. These technologies give instructors the ability to reach learners in any location and at any time. Employees can access immediate information and receive specific training to accomplish any given task on the job in real time. Wearable technologies expand on the opportunities of eLearning. Technologies such as Google Glass and Virtual Reality Glasses are knocking down the walls of the traditional classroom. Students will no longer be confined to 2D images in textbooks or on computer screens. Learners will be able to explore people and places around the globe at the touch of a button. The possibility for increased experiential learning opportunities is a massive benefit for learners of every age and at every level.


Keeping Up With the Trend as an Instructional Technologist:

Instructional Technologists must keep wearable technology capabilities and accessibility in mind when designing trainings. As these technologies grow ever popular for people personally, the percentage of employees and students who have these devices will continue to grow. As an instructional technologist, if you know all of your learners have daily experiences with a particular technology, it is smart to design your trainings to be accessed on that said technology. The more comfortable learners are with a training medium, the more likely they are to access available trainings when in need. These technologies can also lift the traditional walls of a classroom. With devices such as Virtual Reality glasses, students can explore around the world from their desk. It is vital for Instructional Technologist to keep up with the expanding capabilities of wearable technologies so they can use the most valuable resources for the most effective training and teaching possible.


Wearable Technology Resources:

This article by Edutopia provides interesting and achievable activity ideas for the classroom using wearable technologies. The article really stood out to me because of the inclusion of Google Cardboard. It wouldn’t immediately sound like Google Cardboard is an advanced or wearable technology. However, the simple $15 kit that requires no more than a few pieces of tape for assembly quickly becomes a 3D Virtual Reality experience for students with the help of a smart phone.

Burns, M. (2015). Storytelling With Wearable Technology. Retrieved from http://www.edutopia.org/blog/storytelling-with-wearable-technology-monica-burns

This website is an all-encompassing hub for everything wearable technology related. Visit the sight to find articles, videos, talks, events, and the latest gadget in the wearable technology world. The site stood out to me for the vast amount of information available for educators to stay informed and up-to-date on the latest wearable technology trends.

Wearable Technologies. (2015). Wearable Technologies. Retrieved from http://www.wearable-technologies.com/

This article by Harvard Business Review provides some great general insight to the possibilities of wearable technology in the workplace in general. It stood out to me because it raises some good points on the possible perspectives of employees and businesses on the potential benefits and drawbacks of wearable technologies in the workplace.

Wilson, H. J. (2013). Wearables in the Workplace. Harvard Business Review. Retrieved from https://hbr.org/2013/09/wearables-in-the-workplace

Designed Activity for Wearable Technology:

Since I first learned about Google Cardboard I have been incredibly interested in the quality and possibilities of this very accessible wearable technology. I have ordered my very own to test out just for fun! This activity can be adjusted to fit learners of any age. For this activity you will need the Google Cardboard Kit and the free downloaded Google Cardboard app. With this app, students can explore any area via Google Earth to visit a far away place of their choosing. Following the exciting 3D exploration, students will research the destination they chose to create a travel brochure for potential travelers. The brochure can be made with Microsoft Publisher and should include vibrant images, and details about the areas history, appeal to tourists, and potential exciting adventures available.


Check Out My NoteApp on Wearable Technology in Education:

3D PRINTING

Click Here to Check out My Keynote Presentation on 3D Printing!

MOBILE LEARNING

Photo By: Sean MacEntee
What is Mobile Learning?

Mobile learning is learning on the go. Mobile learning allows for anytime, anywhere learning. Mobile learning gives the learner the capability to achieve their instructional needs in a quick and convenient way with use of a mobile device. To me mobile learning is all about ease and mobility for the learner as well as versatility for the instructor’s choice of teaching. Mobile learning can be utilized in or outside of the classroom with the help of handheld devices such as smart phones, tablets, and ereaders. Mobile learning can come in the form of gaming, direct instruction, social interactions, student creations, or a combination of all of these. The connectivity of mobile learning and the availability of information have given instructors an endless amount of opportunities to creatively use mobile learning and mobile apps to engage students and best meet the needs of diverse learners and instructional content.


The Impact of Mobile Learning on Training & Education:

Mobile learning opens up educational opportunities for instructors and learners. Mobile learning breaks through the restrictive walls and hours of a traditional classroom to give learners access to knowledge at the press of a button wherever they are. Inside the classroom, mobile learning allows the instructor to be a facilitator of learning instead of a direct instructor. In the classroom, individual students or small groups can work with mobile devices to watch prerecorded instruction, play educational games, conduct research, connect with other learners, or complete projects. While students explore the educational possibilities with mobile devices, the instructor has the ability to answer questions and work with individual struggling students or small groups. Outside of the classroom, mobile learning allows for easy access to knowledge as well as a flipped classroom approach to be accomplished. Learners are given the ability to work when it is convenient for their individual schedule. The flexibility of mobile learning can improve student success in and outside of the classroom.


Keeping Up With the Trend as an Instructional Technologist:

Learning on the go, and on their own schedule, is particularly beneficial for adult learners. Classroom learning can be a difficult task to plan with the busy and variable schedules of adults. Utilizing the capabilities of mobile learning can allow users in any location, and any time zone to connect to the learning and training they need. An incredible example of on demand training for learners is Showd.me. Showd.me is a unique peer-to-peer training platform that allows employees within a company to connect from anywhere for on demand learning. Users can find the training they are required to complete or a training of personal interest from another employee with the desired knowledge or skill. The mobile training can be one on one, small or large distance groups. This mobile learning platform has the ability to video chat, phone chat, share screens, documents, and resources. Training sessions are then recorded and archived for future learners. Showd.me is ideal for a mobile learning approach for companies who may have offices spread across the country or globe. As an instructional technologist applications such as Showd.me are an integral part of providing on demand training for employees in need.
 

Mobile Learning Resources:

Mobile Learning 101, written by Sarah Gilbert is a useful article for instructors who may just beginning to introduce mobile learning into their company or design portfolio. This resource stood out to me because of the great detail it provides in breaking down the basics of mobile learning including creating, design tools, choosing your approach, and troubleshooting. The article gives insight into how to make the best choices based on each company’s needs.

Gilbert, S. (2013). Mobile Learning 101. Retrieved from https://www.td.org/Publications/Magazines/TD/TD-Archive/2013/07/Mobile-Learning-101

This guide, Mobile Learning Devices for Learning Everything You Need to Know, is a concise and well organized guide for K-12 classroom teachers. The document provides everything a teacher needs to know to get started with Mobile Learning in the classroom. The article stood out to me because it provides information on many facets of mobile learning, and is also very visually appealing.

Robledo, S. J. (2012). Mobile Devices for Learning What You Need to Know.Edutopia. Retrieved from http://www.edutopia.org/pdfs/guides/edutopia-mobile-learning-guide.pdf

This site is continually updated for the most relevant conversations and resources on mobile learning. This resource really stood out to be because of the wealth of information that is easily available in one place.

Edutopia. (2014). Mobile Learning: Resource Roundup. Retrieved from http://www.edutopia.org/article/mobile-learning-resources


Designed Activity for Mobile Learning:


Check out my Mobile Learning Activity Here! The activity is designed for learners in the K-12 setting, and can be modified based on age. The activity uses the HISTORY Here mobile app as well as the Keynote presentation app. Students research the history of a chosen area, conduct research, and create a Keynote presentation to show what they have discovered.


Check Out My Mobile Learning Voki Presentation: