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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 7

Sessions 701 - 712
701 Connecting Customer Education to Your Firm's Revenue Using e-Learning
702 Hype or Not? Research on NetGen Learning and Implications for ID
703 Building the Business Case for e-Learning
704 Formalizing Informal Learning
705 Yawn-proof Your e-Learning Without Busting the Bank
706 Sharing Knowledge for Training: Social Networking in Action at Toyota
707 Validating Learning Initiatives with Real Time Collaborative Research
708 Augmented Learning: Leveraging Digital Content in the Real World
709 A Comparative Look at Virtual Classroom Software from Citrix, Adobe, Webex, and Elluminate
710 Instant Content for Web Learning Games and the Mobile Phone Frontier
711 Using DITA for Instructional Content Delivery to the iPhone
712 Usability in Learning
701
   
Connecting Customer Education to Your Firm's Revenue Using e-Learning

Friday November 13, 2009 10:00 AM

Nancy Langton, New Level Partners, LLC
Jaime Foran, New Level Partners, LLC

Many companies rely on a sales force to promote and sell their products to customers, so they must ensure that their sales people are educated and armed for success. Many firms use formal training programs, but with a global sales force, scheduling a Webinar can be a challenge, and the time and expense of travel costs are unrealistic. This session offers a live case example of a leading insurance company, with a complex new product that requires promotion and branding to increase revenue. They have independent sales agents at over 500 firms globally selling their product to commercial businesses within a specialty sector. They needed to educate the sales force, and provide them with tips, tools, and a trackable and measurable learning method.

Session participants will learn the company’s objectives for the training, details of the approach they used, and the elements it included. The company viewed the targeted adoption goal as similar to sending out marketing brochures, but the resulting response rate was higher, and the commitment level was greater.

In this session, you will learn:
  • How to create a marketing campaign with an e-Learning module as the marketing object

  • A sequence of steps involved in connecting various technology tools

  • The importance of designing a landing page to transition the learning from marketing

  • Tips for automating an educational marketing campaign
Audience:
Novice and intermediate designers and developers with knowledge of e-Learning software and LMS tools.
702
   
Hype or Not? Research on NetGen Learning and Implications for ID

Friday November 13, 2009 10:00 AM

Janet Clarey, Brandon Hall Research

No doubt about it, for years and years each new generation entering the workforce has unique attributes. What is different today, and why is there so much written about the newest generation of worker? Should we design instruction differently for different age groups, or should we ditch the distinctions between digital immigrants and digital natives, if they are even relevant? Is there a significant difference in how different generations learn, and do different generations have different expectations about workplace learning? Is there something else at play other than generational issues?

This session will help participants decide whether or not you need to change your approach, and why. Find out what the existing research says, and how it impacts your instructional design strategies.

In this session, you will learn:
  • How generations are similar, and how they are different

  • Whether or not a different approach to ID is needed based on generational differences

  • What variables, other than age, may impact instructional design

  • Key findings of research on multi-generational learning
Audience:
Novice, intermediate, and advanced designers and devopers who enjoy having an open mind.
703
   
Building the Business Case for e-Learning

Friday November 13, 2009 10:00 AM

Temple Smolen, The eLearning Guild

People in our industry are often required to make sound financial decisions without having a financial background to support their decisions. This session will help those in e-Learning make appropriate financial decisions to invest in the right projects.

Participants in this session will explore the latest research on e-Learning performance. You’ll work through examples of a failed e-Learning project proposal and a successful one, and if time allows, begin creating a new proposal from a participant’s project.

In this session, you will learn:
  • The latest e-Learning Guild research on e-Learning return on investment (ROI), budgets, and performance measurements

  • How to calculate an e-Learning ROI

  • How to measure performance of an e-Learning project or initiative

  • The key business variables and considerations of decision makers

  • The components of a successful e-Learning project proposal
Audience:
Managers, and those pitching e-Learning ideas or projects for funding,
705
   
Yawn-proof Your e-Learning Without Busting the Bank

Friday November 13, 2009 10:00 AM

Cammy Bean, Kineo
Stephen Walsh, Kineo

Finding yourself a bit bored with the e-Learning you've been creating lately? Looking to jazz up your e-Learning courses, but don't have the resources to create a 3-D immersive learning game that can be delivered on your iPhone? Need to get your content turned around fast – but without sacrificing engagement?

In this session, you’ll explore strategies and tips for creating quality e-Learning in a rapid timeframe without busting the bank. You'll see examples of incoming content received from clients, discuss the approach to rapid design, and talk about some of the specific strategies you can use to maximize engagement with minimal investment. Participants are encouraged to bring sample projects that you're “stuck” on. We'll look at these as a group, and strategize some approaches together. Please contact the presenters in advance if you'd like us to work on your project during the session.

In this session, you will learn:
  • How to apply simple instructional strategies to spice up your learning design

  • Techniques for rapid instructional design

  • Ten tips for engaging your learners
706
   
Sharing Knowledge for Training: Social Networking in Action at Toyota

Friday November 13, 2009 10:00 AM

Rodolfo Rosales, Haig Barrett, Inc.

Twelve national Toyota training entities were trying to offer relevant and timely product information to roughly 17,000 sales professionals and managers. Regional training personnel were getting product information from numerous places, and creating (and often re-creating) training material. Trying to connect and share this knowledge, they combined traditional knowledge management methods with social-networking capabilities to create a collaborative knowledge-sharing approach called the “Regional Training Manager’s Network.” By adopting social knowledge sharing, and encouraging connections between subject matter experts and peers who have the knowledge and experience, there have been significant successes. These include seeing expert roles shift from headquarters associates to regional personnel, blogging by SMEs, shared training documentation, and robust discussions on best-practices.
Participants in this case-study session will walk through both the successes and failures of the process of initiating an enterprise social network.

In this session, you will learn:
  • How to determine the level of readiness a group will have towards social media

  • The steps to introducing, and getting buy-in, from management for emerging technologies

  • What the biggest barriers were to initiating the social network in a training program, and how we addressed them

  • How to head-off, and get support from IT

  • What Web 2.0 functions met this group’s specific needs
Audience:
Intermediate designers and developers who understand the concept of social networking in the enterprise, have an understanding of knowledge management and its basic tenets, and have been introduced to social networking and Web 2.0 tools.
707
   
Validating Learning Initiatives with Real Time Collaborative Research

Friday November 13, 2009 10:00 AM

Mark Friedman, Concurrent Technologies Corporation

Mark Friedman participated in a special two-part session at the Games-Learning-Society Conference (GLS 2009), called Real-Time-Research, which will be included in a forthcoming publication from CMU Press. Authored by the GLS program steering committee, the participants in the session are going to be cited as contributors to this publication, since the book will include all four presentations created by the teams at the conference. With only 36 hours to conceive, execute, and analyze an experiment, the expectations of Real-Time-Research is not to make groundbreaking scholarly advancements in the field. Rather, the intent of these sessions is to explore ways that scholars, designers, and educators might collaborate together, as we not only discuss but enact new forms of, and questions for, research. We might actually uncover something genuinely new.

Participants in this session will learn how to accomplish simple learning research, produce a quick-turnaround presentation, and conduct complex research on games and learning.

In this session, you will learn:
  • How you can accomplish simple learning research

  • How a random group of conference attendees can meld diverse capabilities together to produce a quick-turnaround presentation

  • The importance of flexibility when creating a research agenda

  • The role that randomness plays when designing learning research
Audience:
Intermediate and advanced designers and developers who have knowledge of basic learning models, concepts, and some technical prowess in creating presentations.
708
   
Augmented Learning: Leveraging Digital Content in the Real World

Friday November 13, 2009 10:00 AM

Milo Dodds, Cisco Systems

Two global events have shaped the development of e-Learning. First was the dot.com collapse, and now we're in a global economic recession. This has caused everyone to rethink how we approach education. So far we've seen Web 2.0 and Collaborative Learning, but what is the future in the next 5-10 years?

In this session, participants will learn where we are heading, and how we might be able to reach “Augmented Learning.” Augmented Reality (AR) is the ability to mix the real world with the virtual world; it’s sort of like having a virtual transparent layer between you and the real world. We've seen some of these ideas already in movies like Minority Report, but how far are we actually from this sort of future state? You’ll get a hands-on demonstration of the use of AR Tags and 3-D objects.

In this session, you will learn:
  • A definition of augmented learning

  • What is currently available from various global companies in this field

  • How this technology works

  • What an A.R. Tag is, and its significance

  • How you can use this technology in the context of learning

  • Provide a short Q.A. session at the end (10 minutes)
Audience:
Novice, intermediate, and advanced developers. Those who would like to prepare for this session should bring a laptop and a Web camera. You will start using this technology with a live demonstration you can run on your own machine.
709
   
A Comparative Look at Virtual Classroom Software from Citrix, Adobe, Webex, and Elluminate

Friday November 13, 2009 10:00 AM

Karen Hyder, The eLearning Guild

Once you calculate the time and travel cost savings, the decision to offer training online using virtual classroom software is easy. Choosing the right software to support your content, trainers, and learners isn’t as easy. There are many tools on the market, and the features and licensing fees vary dramatically.

In this session, you’ll see three different virtual-classroom software tools demonstrated, and you’ll discuss the features you’ll NEED, as well as the ones that are really NICE to have. You’ll also learn some simple methods you can use to ensure successful sessions, no matter which tool you use.

In this session, you will learn:
  • What to look for when shopping for a virtual classroom

  • Which features make premium products so expensive

  • When Voice over IP (VoIP) is the right audio solution

  • What you can do to ensure your virtual classes are successful from the start
Audience:
Those needing to understand how to select virtual classroom technologies.
710
   
Instant Content for Web Learning Games and the Mobile Phone Frontier

Friday November 13, 2009 10:00 AM

Ann Burkett, Caught Thinking Inc.

Games can be some of the most engaging and addicting formats for learning available, but most either don't address a specific curricula objective or are too limited to be quickly adapted to new material as needs change.

Participants in this session will learn ways that new and relatively inexpensive techniques and technologies can enable curriculum designers, instructors, and students to input their own content and create their own version of a game to go along with their own course lesson. You’ll see this in action as you participate in creating a Web game during the session. You’ll directly experience, the good, the bad, and the ugly in developing similar learning games for mobile phone platforms such as iPhone, Android, and Blackberry.

In this session, you will learn:
  • Why letting instructors, students, and teachers make their own games keeps your product fresh

  • How games can be instantly programmable for a given curriculum

  • Technologies and techniques for letting clients create their own learning games

  • Lessons for taking programmable learning Web games to mobile phones

  • The latest practical mobile apps strategies for e-Learning and games for iPhone, Android, and Blackberry.
Audience:
Intermediate, and advanced curriculum designers or developers. There will be some technical Web development and mobile terminology used to describe techniques, however the session is also aimed at discussing practical and quick solutions for course designers.
711
   
Using DITA for Instructional Content Delivery to the iPhone

Friday November 13, 2009 10:00 AM

Kris Rockwell, Hybrid Learning Systems

Delivering content to mobile devices (iPhones, PDA's, etc.) provides a unique set of challenges to content developers. From small screens and technological limitations to shorter user attention spans, getting the right amount of content to help a learner perform their job is crucial.

Participants in this session will explore one possible delivery option using the Darwin Information Typed Architecture (DITA) XML specification as a content delivery platform for mobile devices, and how it can be extended to other platforms including printed material. Additionally, participants will explore use of a task analysis as a viable job aid to use on mobile devices in order to provide users with multiple levels of instruction, including direct relationships to existing electronic technical documentation. You’ll see a demonstration of content delivery to the iPhone platform as an example of this solution in use.

In this session, you will learn:
  • What Darwin Information Typed Architecture (DITA) is

  • Why DITA lends itself to mobile content delivery

  • The idea behind the five-minute lesson

  • How you can use DITA to leverage other learning and reference content

  • How to use task-analysis-based content to provide users with multi-tiered access to critical information
Audience:
Novice and intermediate designers and developers with a basic understanding of mobile learning concepts and XML.
712
   
Usability in Learning

Friday November 13, 2009 10:00 AM

Brian Dusablon, Administaff, Inc.

There is a large gap in our industry where usability and the user interface are concerned. We talk a lot about engaging our learners with our content, which is important, but we tend to forget about employing standard usability guidelines, not only in our courses, but in our systems as well. Current LMS interfaces are not very user-friendly, and the administrative side is often worse. From the start, the user experience in relation to learning can be frustrating and disengaging.

Participants in this session will learn how a greater focus on user interfaces will not only improve satisfaction, but also make it more likely for users to return for more learning, and make the administrative process more efficient. This session will cover the basics of usability, interface design (including both good and bad examples), and tips and resources for improving usability in your learning programs and systems.

In this session, you will learn:
  • The basics of usability

  • The fundamentals of interface design

  • How to improve usability in your learning programs and systems
Audience:
Instructional designers, administrators, and product developers who want to learn about the importance of usability.
 

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