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DL|09 offers you an unparalleled opportunity to develop and hone your skills and knowledge as an e-Learning professional. The program includes more than 100 learning activities, so you are sure to find sessions that are right for you.

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By Session Block: Block 1Block 2Block 3Block 4 | Block 5 | Block 6 | Block 7 | Block 8

 

 DevLearn 2009 Concurrent Session Descriptions - Block 6

Sessions 601 - 615
601 What Every Manager Must Know about Learning 2.0
602 Learning Management Systems: Evaluating Organizational Readiness
603 The Learning Metaverse: Emerging Technologies that will Change e-Learning Forever
604 Stop Building it from Scratch! How to Build a Reusable e-Learning Framework
605 Leveraging Amazon.com Content Strategies for e-Learning
606 Case Study: Accelerated Development at Research In Motion
607 Augmented Reality: An Overview of Applications for Education
608 E-Learning 2.0 Gets Real: Taking Tips from Documentaries and Reality TV
609 Web 2.0 Technologies and Performance: It's Working for Google Employees!
610 Adobe e-Learning Suite: A Whistle-stop Tour of Favorite Features
611 Looks Like a Game: Using Flash for 3-D e-Learning Interfaces
612 Keepin’ It Legal: Finding and Using Free Images, Video, & Software for Learning
613 Mobile Gaming Models: A Google Case Study and More!
614 Inside DITA Learning and Training Content Specialization
615 Adventure-based Learning™ – Success Criteria to Make it “Stick”
601
   
What Every Manager Must Know about Learning 2.0

Thursday November 12, 2009 03:00 PM

Marc Rosenberg, Marc Rosenberg and Associates

With the advent of “Web 2.0,” we can begin to move beyond the next generation of e-Learning to the next generation of learning itself: Learning 2.0. Learning 2.0 is transformative, and its successful implementation requires support at all levels. How should Learning 2.0 be integrated into more “traditional” training and e-Learning systems? How should organizations change as a result of these new innovations? What will it take to sell everyone, including front-line workers, first-line supervisors, and senior management on these new approaches?

This session will provide insights as to how to make Learning 2.0 an integral and sustainable part of your organization’s strategy – not just another appendage to a training plan. Learning 2.0 offers a new paradigm for workplace learning that is not the end of classroom training or e-Learning as we know it, but a significant expansion of opportunities – and responsibilities – for the learning function. This session will help participants prepare for a new generation of workers who demand instant and direct access to information and expertise, often without the trappings of courseware, and who aren’t afraid to do it all online. Whether your learning program is on track or in need of some major rethinking, this session will help you move in the right direction.

Audience:
This strategy-focused and management-oriented session explores the most critical Learning 2.0 issues facing learning executives, managers, senior instructional designers and experienced e-Learning practitioners.
602
   
Learning Management Systems: Evaluating Organizational Readiness

Thursday November 12, 2009 03:00 PM

Theme Grenz, State of Oregon

Implementing a learning management system means much more than just purchasing a software tool and hoping it will be adopted by the organization. It requires a comprehensive effort to centralize learning operations in a way that allows the business to leverage a tool to positively impact workforce performance.

During this session, we will discuss the implementation of a learning management system, including the tools and resources needed to ensure success. Participants will engage with a live LMS, and practice using the tool.

In this session, you will learn:

  • How to align the LMS to business objectives

  • How to successfully implement a learning management system

  • LMS implementation pitfalls to avoid

  • Cost considerations
Audience:
Learning/HR professionals who are currently evaluating the initial purchase of a learning management system, and novice and intermediate project managers in the initial phases of a learning management system implementation project.
603
   
The Learning Metaverse: Emerging Technologies that will Change e-Learning Forever

Thursday November 12, 2009 03:00 PM

Ellen Wagner, Sage Road Solutions, LLC 

This session presents findings from the 2009 Guild-sponsored Learning Metaverse Research Report. The Report identifies five categories of emerging technologies that are going to change our expectations of what high-value e-Learning experiences can be. By aligning these emerging tech priorities with the practices and methods that e-Learning professionals value in their work, and with consumer expectations of rich, engaging online experience, e-Learning professionals can better respond with designs that engage learners, while simultaneously anticipating what all their stakeholders expect.

Each participant will receive a copy of The Learning Metaverse report as part of their session hand-outs.

In this session, you will learn:
  • Five emerging technology trends that will have a direct impact in the next 6 – 24 months on the practices e-Learning practitioners currently use
  • How each named emerging technology changes the ways in which learning technology professionals do their work
  • Ways that individual e-Learning practitioners must anticipate working effectively as next-gen e-Learning contributors and participants
  • Things that enterprises can do to create value from next-gen e-Learning, everywhere in the enterprise

Audience:
All levels of participants.

604
   
Stop Building it from Scratch! How to Build a Reusable e-Learning Framework

Thursday November 12, 2009 03:00 PM

Chad Udell, The Iona Group
Mark Tovey, The Iona Group

Is your organization constantly going through the same development path to produce your e-Learning... rehashing the same code, digging through line after line of spaghetti, and not seeing any real reuse benefits? If you want to leverage your intellectual property, and put your toolset to work for you, come ready to take note of practical tools, tips, and techniques you can employ immediately to enjoy productivity benefits.

In this session, you’ll learn secrets that Rapid Development gurus use. If you are tired of simple tools that speed up development, but really tie your hands when it comes to true customization, you need to learn more about application programming interfaces (APIs). The Web 2.0 world has largely been shaped by the emergence of Web services and the dominance of XML, yet so few e Learning development programs allow you to tap into those powerful tools. You’ll leave this session with ideas on how to build your own APIs, or use preexisting ones, right away.

In this session, you will learn:
  • The benefits of building content in a reusable format

  • Practical examples of reusable e-Learning concepts

  • How to apply object-oriented development techniques to e-Learning

  • What APIs are, and how you can use them to speed up development

  • Techniques for designing your own e-Learning APIs

  • Designing data schemas for flexibility
Audience:
Advanced designers and developers with basic programming skills in ActionScript, and who have edited XML. Deeper understanding of XML concepts and terminology will assist in greater understanding of this topic.
605
   
Leveraging Amazon.com Content Strategies for e-Learning

Thursday November 12, 2009 03:00 PM

Richard Culatta, Innovative Learning

Session participants will get an insightful look at the success of the Amazon.com model – specifically how Amazon.com blends the data they collect about their visitors and social networking to dynamically generate a customized user experience. Arguably, we have significantly more data about our learners than Amazon.com has about their customers, and yet we do practically nothing to leverage that data to customize the learning experience.

This session illustrates what a learning experience designed by Amazon.com might look like, as well as some practical ways that participants could implement these principles on their own.

In this session, you will learn:
  • The value of providing learning experiences tailored to learner needs

  • The types of data that can be useful for customizing learning

  • What a future model for customized learning might look like

  • Practical steps that can be taken today to customize the learning experience
Audience:
Designers and developers with a basic familiarity with Web-based learning systems.
606
   
Case Study: Accelerated Development at Research In Motion

Thursday November 12, 2009 03:00 PM

Mary Myers, Maritz Canada
Scott Merrett, Research In Motion

Have you ever wondered what more you could do to accelerate development of your custom e-Learning? Research In Motion (RIM) was able to drive performance in multiple sales channels by adopting a solution that could hit the need quickly and effectively. This session will focus on RIM’s e-Learning development process, and how RIM, partnered with Maritz, was able to build over 300 courses within a 10 month period, in multiple languages, for multiple carriers.

In this case study session, you’ll learn how to deploy e-Learning as part of an integrated learning solution in a way that engages and motivates learners, and which also supports and reinforces learning. You’ll learn tips, tricks, and techniques for instructional design, writing, and production that will help you accelerate your development, and you’ll have interactive exercises to learn how to apply what you have learned.

In this session, you will learn:
  • Instructional design techniques

  • Writing techniques

  • Course-building techniques

  • Tips and tricks for overcoming production challenges
Audience:
Novice and intermediate designers and developers with some experience in e-Learning production.
607
   
Augmented Reality: An Overview of Applications for Education

Thursday November 12, 2009 03:00 PM

Cahlan Sharp, Sharp Media Interactive Development

Augmented Reality (AR) is an emerging and exciting technology that allows projection of visual elements on a computer camera. The buzz surrounding Augmented Reality has grown considerably, now that the technology has become more versatile (available over Web applications) and more affordable (easier to develop). The question is, how can we apply AR for education?

Participants in this session will explore the basics of AR technology, the theoretical applications that it may provide, and see some real case studies and demos of AR being used in an educational context. You'll leave this session having a greater understanding of what AR is, and its possibilities and applications for you and your organization.

In this session, you will learn:
  • What Augmented Reality is

  • The basics behind Augmented Reality technology

  • How Augmented Reality has come to the Web

  • Some possibilities for Augmented Reality applications in education

  • Some possibilities for the future of Augmented Reality
Audience:
Novice and intermediate designers and developers with an understanding of Web applications at a very basic level, and a basic understanding of how distance learning and e-Learning technologies work.
608
   
E-Learning 2.0 Gets Real: Taking Tips from Documentaries and Reality TV

Thursday November 12, 2009 03:00 PM

Laura Kratochvil, Northrop Grumman

Can we learn and teach others within our 15-seconds of fame? Of course we can, and do. It’s just that today we are also connected to everyone else’s 15-seconds of fame. So, what do Twitter, You Tube, Facebook, WordPress, American Idol, and movie documentaries like Super Size Me have in common with e-Learning 2.0? They all allow us to simultaneously become interactive, stranger-than-fiction reality-based storytellers, audience participants, and online learners. They provide us new ways to tell our very own stories, where we are globally involved and connected as both teachers and students.

Participants in this session will first look at reality-based storytelling methods, beginning with the approaches movie documentary creators use to tell their stories, and then delve into the enduring, interactive storytelling methods of reality TV. Then you will jump into creative examples and activities of harnessing reality-focused, interactive storytelling methods for e-Learning in the 2.0 world to keep us all coming back for more.

In this session, you will learn:
  • The approaches documentary film makers use to create compelling, reality-based stories

  • How reality TV connects us as a global, participatory audience

  • About Web 2.0 technologies, and how they are creating a connected learning culture

  • Ways to leverage Web 2.0 technologies to connect and support compelling e-Learning 2.0 storytelling in the workplace
Audience:
Novice, intermediate, and advanced designers and developers who are willing to interact, learn, and have some fun. A little experience with Web 2.0 technologies, such as Twitter, is helpful.
609
   
Web 2.0 Technologies and Performance: It's Working for Google Employees!

Thursday November 12, 2009 03:00 PM

Julia Bulkowski, Google
Erika Grouell, Google

Are you leveraging Web 2.0 technologies to solve performance problems? Google has tapped the power of online collaboration to solve business problems and engage learners. It is easier than you might think to leverage scalable and free technologies to address your organization's needs.

In this hands-on session, participants will explore case studies of how Google is using blogs, wikis, shared documents, user-to-user content, and online video sharing to transform learning and performance. Come prepared to contribute!

In this session, you will learn:
  • How to identify appropriate Web 2.0 tools to enhance performance and behavior transfer in your organization

  • How to identify appropriate performance applications for blogs, wikis, shared documents, and online videos

  • How to identify potential barriers to adoption in your organization, and implement solutions to minimize those barriers

  • How to measure the effectiveness of these learning solutions in avoided costs, enhanced transfer, and increased productivity
Audience:
Novice, intermediate, and advanced designers and developers. Being familiar with blogs, wikis, and YouTube is a plus.
610
   
Adobe e-Learning Suite: A Whistle-stop Tour of Favorite Features

Thursday November 12, 2009 03:00 PM

Steve Howard, NASCO

Adobe announced its eLearning Suite at the Adobe Learning Summit in November, 2008. The suite has an impessive list of tools, including: Captivate 4, LifeCycle Designer, Presenter, Flash CS4, Dreamweaver CS4, Photoshop CS4, Soundbooth CS4, Acrobat Professional 9, Device Central CS4, Adobe Bridge CS4, and Pixel Bender Toolkit.

Participants in this session will learn about the tools in the eLearning Suite, how they integrate with each other, and how to leverage some of the great new features for e-Learning and performance support. You’ll learn about some of the best features in the suite, in particular the integration between all of the applications, Captivate's new Review feature, and the ability to create full-featured interactive content for mobile devices. You’ll understand whether purchasing the suite is a good solution for you, versus purchasing one or two of the tools separately.

In this session, you will learn:
  • What tools are in the suite

  • How they integrate with each other

  • How to use the Review tool in Captivate

  • How to create, test, and deploy a mobile project with Captivate, Device Central, and the Mobile Distributable Flash Player
Audience:
Novice and intermediate designers, developers, project managers, managers, directors, VPs, CLOs, and Executives. Familiarity with Adobe tools would be helpful.
611
   
Looks Like a Game: Using Flash for 3-D e-Learning Interfaces

Thursday November 12, 2009 03:00 PM

Steven Wenrich, Northrop Grumman

“Gaming” is a hot topic in e-Learning development, often associated with 3-D environments. In this session, participants will learn how to use the Flash platform to develop 3-D interfaces and environments. We will walk through a simple 3-D carousel effect, then to a full 3-D simulation. By the end, you will say, “Hey! That looks like a game!”

In this session, you will learn:
  • Different approaches to 3-D interfaces using the Flash platform

  • How to use the Papervision3D 2.0 Actionscript library

  • About 3-D capabilities in Flash Player 10

  • Simple Maya-to-Flash workflows
Audience:
Intermediate and advanced designers and developers who understand Actionscript 3.0, OOP concepts, and the Flash/Flex development workflow.
612
   
Keepin’ It Legal: Finding and Using Free Images, Video, & Software for Learning

Thursday November 12, 2009 03:00 PM

Michelle Lentz, Write Technology

The biggest question I’ve run into when teaching e-Learning software is, “Where do I find images?” We can all buy a clip-art package, but clip art just doesn’t fit the bill any longer. Audiences want images and video they can relate to. It’s easy to use Google Images, but most of those images are copyrighted by their owners.

In this session you will learn the basics of copyright laws and how to use the Creative Commons license. You’ll learn how to license your own works, as well as where to find images, video, and software to use both commercially and non-commerically at no cost to you.

In this session, you will learn:
  • What defines basic copyright

  • The differences between the six Creative-Commons licenses

  • How to license your own work under Creative Commons

  • How to search for and find Creative-Commons-licensed works – in particular, works available for use in a commercial setting

  • What is open-source software, and where to find it.
Audience:
Novice and intermediate designers and developers familiar with social media (Facebook, Twitter, YouTube, etc.) and Web searching.
613
   
Mobile Gaming Models: A Google Case Study and More!

Thursday November 12, 2009 03:00 PM
David Metcalf, University of Central Florida
Julie Clow, Google

Mobile gaming takes on many forms, ranging from mini-games to simulations to alternate reality games. Recent programs embody a Web 2.0 hybrid of these models that embrace technology and promote learning. Come explore the latest examples of mobile gaming, like Google’s Foundations of Leadership Training game, and others.

In this session, you will learn:
  • Some pedagogical models for using mobile gaming, and see examples of mobile learning games

  • Learn about new technologies like location-awareness, mobile social networking, mobile media, and mobile apps

  • Discover how these models can be integrated into your programs
614
   
Inside DITA Learning and Training Content Specialization

Thursday November 12, 2009 03:00 PM

Alan Houser, Group Wellesley

The Darwin Information Typing Architecture (DITA) provides an extensible, XML-based framework for authoring, managing, and publishing technical information. Best practices supported by DITA provide for modular, component-based authoring and publishing, information re-use, separation of content and presentation, and multi-channel publishing.

Participants in this session will learn how the DITA learning and training specialization extends DITA design principles and best practices to support the particular needs of developers, publishers, and consumers of learning and training content. You’ll learn the motivation and design of the DITA learning and training specialization, the current tools that support the DITA learning and training specialization, as well as information about adoption strategies.

In this session, you will learn:
  • The motivation and design of the DITA learning and training specialization

  • The current tools that support the DITA learning and training specialization

  • Methods and strategies for adoption
Audience:
Intermediate and advanced e-Learning developers and others who may be moving from conventional authoring to structured methodologies.
615
   
Adventure-based Learning™ – Success Criteria to Make it “Stick”

Thursday November 12, 2009 03:00 PM

Christian Steinkampf, Core-Competence GmbH

Many users fail to complete Web-based programs or simulations if they are not mandatory. Even if they do complete them, participants forget what they have learned, and how to apply the knowledge back on the job. By understanding how people react to certain stimuli, you can create programs that ensure the highest possible level of interactivity, and that will fully engage those users from the middle of the human distribution curve who will be most receptive to the learning.

In this session, participants will learn the success criteria for “how to make it stick.” You’ll get insights into human behaviour and psychology, and how pedagogically-based criteria can create the best possible engagement for users, leading to a high ROI for your WBT investment. You’ll see case studies of how customers implemented the system, and the impact that it had.

In this session you will learn:
  • Why these criteria are so important
  • What the basic criteria are
  • Which impact they have
  • How to address these criteria in Adventures
  • The resources (human, technical and environment) needed to develop these criteria

Audience:
Designers, developers, and others with a basic understanding of how to develop e-Learning or e-Learning simulations.

 

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