Innovation

Simple LMS for Firms and Associations

Many LMS systems add confusion

Description

The Simple LMS is based on the philosophy: start as simply as possible and grow as needed with just the features and structures needed. Thus, the Simple LMS is a bare­bones LMS system created on a capable and scalable CMS (Content Management System) platform.

A simple LMS can be built on Drupal 7, and so has hundreds of available modules that can be easily added, as needed, for functionality and expansion. Drupal is also easy to customize (using PHP and CSS) for features and functions that are too custom to be already available as modules.

This start-­simple philosophy assumes that three areas will all be growing and developing together, over time, at a rate dictated by the will and resources of the company:

  • the development of in-­house custom courses and materials;
  • the development of in­-house staff dedicated to staff development and company learning; and
  • the development of company policies, learning metrics, and process for learning paths.

Starting as simply as possible means that the company’s needs and direction will determine the growth and development of the LMS to match.

Knowledge Level:

This course is intended as introductory, and does not include any tutorial content for using specific LMS.

Program Design:

This instructor led session is designed to be delivered on-line in a 1 hour time frame, or in-person in a 1.5 hour interactive format. While there will be time for questions about specific networks, the focus will be on understanding the fundamentals, functions, comparing and contrasting various networks.

Learning Objectives:

At the end of this program you will be able to:

1. List pro's and con's between a simple LMS and a feature-loaded LMS.

2. Explain the difference between SCORM import and export capabilities.

3. Outline a LMS policy for your organization with reasons for each decision.

4. Complete research for designing a simple LMS for your organization.

This Course is Recommended:

• Available online for individuals or small work teams.
• For Regional, State or local association events.
• To support a firm's or organization's internal curriculum.

No participant minimum required to book this session.

Faculty

Katin Imes is an experienced software developer, project manager, and a UX/systems designer. His passion and mission is creating access to the skills, tools, and knowledge that let people thrive in the Information Age. Specialties include: social networking software systems, online courses and LMS (Learning Management Systems), CMS (content management systems), online communities, e-commerce, Drupal, and Open Source. He has developed and managed web systems since 1996, the earliest days of the web, including server operations, hosting, security and encryption, e-commerce, and advanced back-end functionality.

Contact us about your session questions today; we're happy to help!

Gamification as a Situational Learning Tool

Photo by by azwaldo

The use of games or gamification for learning enhancement is not new in education. During the past few years however, there has been a renewed interest in gamification due largely to the new technologies that has become available. If you Google “gamification” it displays more than 700,000 results. Unfortunately too many people create educational games so that they can demonstration a technology rather than because it is the correct tool to improve or increase knowledge or a competency. Before selecting any delivery tools consider context and learning situation.

Working with several different organizations this past fall I realized the term gamification has very different meanings to different people. So for those of you reading this blog let’s establish a common definition used by Wikipedia. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users' self-contributions. Gamification has been studied and applied in several domains, with some of the main purposes being to engage, teach, entertain, measure[, and to improve the perceived ease of use of information systems.”

In the January 2015 issue of Chief Learning Officer is an interview with Jake Orowitz, Head of Wikipedia Library. In the interview Orowitz explains how Wikipedia uses gamification for situational learning to onboard volunteers, sharing the process related to editing material.

There are several interesting business case studies that use Gamification to enhance learning. For Microsoft the situation was to create a bond between the consulting business’ senior managers and to use the opportunity for content delivery and learning, bringing management up to date on the vision, financial results and strategy for the year. A full gamification solution considering context and situations was designed to motivate participation in the event, measuring engagement with the content presented and creating team spirit within the ad-hoc teams formed during the process. As a part of the process the tools to deliver the content were selected using mobile phones and tablets.

Another situation called for improving a course designed for those learning how to specify building materials for the new LEED MR Credit: Building product disclosure and optimization credit, under the Health Product Declaration (HPD) option. A collaborative team between Expedition21Media.com, Lowther7, LLC, and GreenCE was created to meet the challenge. It was determined by the team that a good way to increase learning and have participants better demonstrate competency was to imbed a mini-game in the course at a point after students learned how to specify building materials. To see the results for yourself play the free version of the LEED Materials Credit mini-game!

For the last three decades the popular workshop, the Accounting Game was offered by Educational Discoveries, Inc. and Professional Training International. The situation called for assisting non-CPA’s to understand basic accounting and balance sheet practices. The one day, on-site workshop used a simple lemonade stand business simulation format.

As I stated at the beginning of this blog post, the use of games or gamification for learning is not new to education. One of my first graduate courses was how to create and use games to promote learning, develop skills, and improve competencies. Kevin Werbach and Dan Hunter have written a book entitled, For the Win: How Game Thinking Can Revolutionize Your Business (Wharton Digital Press, 2012).

Through Wharton – University of Pennsylvania and Coursera, Kevin Werbach, offers the free course, Gamification. It is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course teaches the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.

The International Learning Unit (ILU) holds new relevancy in the age of the Internet

Flickr Photo by by epSos.de

As almost everyone who works in the field of continuing education, professional development or organizational development knows - the continuing education unit (CEU) was the model for measurement most frequently used during the 20th century. This time based model worked well in the industrial age. Unfortunately the CEU model hasn’t changed, nor has it kept up to date while our global cultures have changed. So what can improve, update or replace the CEU? The International Learning Unit (ILU) developed in the 21st century to address the changing needs of continuing and professional education in the age of the Internet.

According to Wikipedia the “International Learning Unit (ILU)” is an outcome based measurement of learning designed for lifelong learning activities. The ILU is a competency based approach to measuring learning education courses. The ILU is an alternative measurement and standard to the time based measured courses. The ILU measurement can be used to provide evidence of completion of continuing education requirements mandated by certification bodies, professional societies, or governmental licensing boards.

The ILU was designed for the needs of the 21st century. Instead of recording seat time in class the ILU measures the knowledge and skills of the participants. The ILU adopts well to web based education that has begun to warp, change, and reshape time as it relates to learning. Unfortunately all of the rules and laws are currently written measuring the professionals success in time spent at the event. Does this still make sense in your continuing education or certification program to measure seat time – when there might not even be a seat used? Isn’t it time to adapt the International Learning Unit?

The Fifth Key for the Product Manufacturer to Offer Successful Education Courses: Marketing and Promotion

You will find that most successful product manufacturers have some form of internal professional development for their own staff. For this article I want to focus on the product manufacturers who provide education courses to their clients as part of a strategic marketing approach. Within the design, medical and financial fields the marketing department of a product manufacturer will arrange to offer education courses in a firm’s office, at the professional association local chapter office, and occasionally in a local hotel.

Those businesses that rely on their brand reputation alone will likely fail in their education efforts. When it comes to education, adequate promotion and advertisement is essential. Marketing and promotion of education programs has changed dramatically in just the past 2 - 3 years. Mark Johnson FAIA, CKD, AIBD was a primary force behind two winners of the AIA/CES Award for Education Excellence in the product manufacturer category. Mark led the team at CertainTeed, when they first won the award twice in the late 1990’s. Mark then lead the Whirlpool Corporation architecture education program in 2009 when they won the same award. Mark indicated that with CertainTeed they originally did all the traditional types of promotion of their education courses, trade shows, printed materials, and direct mail. At Whirlpool Mark began to alter his promotion approach by cutting back some of the traditional methods, in large part due to the economy. As a replacement he added online advertisements and online sponsorship. Today Mark has gone high tech, with emphasis on social media. For Mark there are now fewer trade shows, fewer printed brochures, and fewer online advertisements. Several times a day Mark tweets online to build brand awareness with the design community and consumers. Mark lists as the big three social sites for the design industry, Facebook, Twitter, and LinkedIn. Mark states that social media is like an overlay on top of all of the traditional promotional methods What once took weeks or months to plan and execute now takes hours and minutes, and he can reach both a broader audience and a highly targeted audience. Through Twitter he can promote thought leadership, industry events, and products, real time throughout the day.

To bring marketing and promotion into the present I would point you to the blog of an interactive marketing and online media expert, Elizabeth Grenier. As the Strategic Accounts Manager at Percipio, Media Elizabeth writes that there are 3 eCommerce Phrases You Should Know Using Social Media. she lists E-auction: A tool used in industrial business-to-business procurement; Web 2.0: A second generation of web-based communities such as social-networking sites, wikis, blogs, and folksonomies, which aim to facilitate creativity, collaboration, and sharing among users; and Virtual communities/Community of Practice: A group of people that primarily interact via communication media such as letters, telephone, email or Usenet rather than face to face.

Chief Learning Officer (CLO)

TED

Is a Virtual Tour Knowledge or Education?

Photo by Igloo Studios

Recently I was involved with a team that produced a virtual tour. The primary goal of the free virtual tour was intended to give a international audience a chance to gain knowledge by exploring the space. The depth of knowledge gained directly correlated to the participants involvement of freely selecting from varies features such as embedded videos, audio podcasts and information on building materials and products used throughout the space.
Assuming that knowledge becomes education at the point where the participant actually applies that what they learned, there is at one point in the tour a Google sketch-up feature embedded in the program that can actually be used. But what if, as most do, the participant looks at the feature but does not act. Would the knowledge still be education?
The tour can take between 1 – 1.5 hours depending on how many interactive features the participant selects. A final feature includes a quiz based upon the basic elements of the tour. The quiz follows the guidelines outlined in the standards of the International Learning Unit. It meets the organization’s credential requirement, other professional organizations education requirements, and even most state licensing board’s MCE requirements. Only by paying and successfully completing the quiz will “education” credits be awarded? Is that really the only difference between knowledge and education – fees? You be the judge - take the virtual tour, yourself. Stop before the quiz. Is it knowledge or education?

Web Site Production & Management

Expedition 21 Media, Inc. values quality lifelong education and learning, especially for professional development. Our staff is experienced in course development, course delivery, and new online technologies for educational communities, credential and certification management, and assessment systems.