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 Wayne Gretzky

 Wayne Gretzky. “A good hockey player plays where the puck is. A great hockey player plays where the puck is going to be.”. Visual Collaboration: The Next Generation of E-Learning. Paul Kim, Ph.D. Chief Technology Officer Stanford University School of Education Young Sung Lee, Ph.D. M.D.

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 Wayne Gretzky

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  1.  Wayne Gretzky “A good hockey player plays where the puck is. A great hockey player plays where the puck is going to be.”

  2. Visual Collaboration: The Next Generation of E-Learning Paul Kim, Ph.D. Chief Technology Officer Stanford University School of Education Young Sung Lee, Ph.D. M.D. College of Medicine Chungbuk National University

  3. Education and Training Market • The global education and training market climbed past $2.3 trillion in spending early this decade.

  4. US Market: 1.2 Trillion Dollars • Primary & Secondary Education are still mainly funded by governments – especially primary education. • The tertiary landscape is rapidly changing - with governments and regulatory environments becoming more liberalized to cater for greater private sector participation.

  5. Trends • The world will face increased pressures on their systems of higher education and training – more so than ever before. • The face of higher education is changing with a strong (and growing) pressure on academics to incorporate web technologies into their teaching.

  6. Opportunities • Current education infrastructure cannot accommodate growing non-traditional student enrollments. • The digital generation seeks new types of education experiences including informal learning. • In US, NCLB (No Child Left Behind) Act. includes “Enhancing Through Technology” Funds” • Knowledge-based society is leading a rapid expansion of the global education market.

  7. Major Players • SIS (Student Information Systems) - ERP • Ex., Pearson bought NCS for 2.4B and also bought PowerSchool from Apple. • LMS (Learning Management Systems) • Ex., BBB (Blackboard IPO in 2005. 1.2B Market Cap). • Pearson bought eCollege for 477M. Pearson is now at 11B market cap. • Education Service Providers • Ex., APOL (University of Phoenix) IPO in 1994. Now 9.6B market cap. 300K students. 2.6B rev., Knowledge Universe. 2B est. rev. • Curriculum Providers • Ex., Thompson. IPO in 2002. Market cap now at 25B. 6.9B rev.

  8. Growth Strategies for Successful Education Service Providers • Acquisition (Lower CPL/ Higher Conversion / Lower Acquisition Cost) • High Retention / High Placement • Expanding more profitable programs • Tightly measuring all performance indicators • Reduce CapEx • Maximize facility utilization

  9. Growth Strategies for Successful Education Service Providers • Customer oriented approach (Convenience/Practicality) • Practitioner/contracted faculty • Cookie cutter program • Unbundling teacher roles • Retain and focus only on core competencies

  10. Academic Products • Employability (Predictable & Consistent quality) • Profitability (Successful market positioning) • Consumer driven (Convenience & Convenience) • Retaining only highly demanded programs • Dynamically changing offerings based on market needs

  11. Evolving Delivery Methods • As types of services, contents, and delivery media have expanded, access control and authentication methods also have become diversified.

  12. Learning Interaction • However, interaction methods are still one-way stream VOD, instructor-led webinars, or text-centric discussions.

  13. Realities • People do not change behaviors or take actions by simply knowing or feeling something. • Also, people naturally and rapidly forget information and feelings. • More importantly, people take time to process information. • Retention rates and behavioral changes decrease if the training does not involve active physical responses.

  14. What is reallye-learning ? eas efficient, effective, engaging, enabling, and empowering – essential elements accounted in mROI formulas.

  15. How is it done? • engage students and trainees in the learning process while enabling all learning sensors of the learners and empowering each and every individual to actively respond and take his or her own actions and change behaviors autonomously.

  16. Active Response • Ask learners and trainees to identify, specify, select, draw, list, assemble or align points, terms, objectives, principles or models right on the screen. • By doing so, misunderstanding, bias, ignorance or indifference becomes clear to the teachers and training executives.

  17. Future E-learning Model • First, it enables trainees to engage in learning by actively responding to the information exchanged (rather than simply sitting in). • Second, the learning materials can be augmented collaboratively by the online participants in real-time (rather than simply flipping static PowerPoint slides),

  18. Future E-learning Model • Third, the shared best-practices and know-hows can be archived and reused in future sessions for retraining (e.g., reusable and sharable learning objects) • Lastly, all real-time interactions can be vividly represented and organized in a highly visual manner which enhances memory coding in the brain.

  19. Social Interaction & Dynamic Group CognitionUsing

  20. Visual Report onClinical Lab Results

  21. Visual Report on Symptom Comparisons

  22. Problem Based Learning

  23. Language Arts

  24. Visual Report on Photosynthesis

  25. Visual Report on Solar System

  26. Activity Combining Flash and Video

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