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International PlugFest 2006 – Taipei, Taiwan A Rapid Interactive/Game Authoring Framework in a Managed Learning Environment Anthea Ong Chua Chee Kwang KNOWLEDGE DIRECTOR GROUP
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International PlugFest 2006 – Taipei, Taiwan A Rapid Interactive/Game Authoring Framework in a Managed Learning Environment Anthea Ong Chua Chee Kwang KNOWLEDGE DIRECTOR GROUP All content contained herein are confidential and proprietary to Knowledge Director Pte Ltd and its associated subsidiaries and associates. No parts of this presentation may be reproduced, reverse-engineered or copied without the prior written consent of Knowledge Director Pte Ltd. International copyrights law applies.
Knowledge Director – The Empowered Learning Experts • Singapore-headquartered Global Education and Learning Services and Technologies firm • Pedagogy and curriculum strategy and design practice, led by international and regional education experts • Educational games and rich media content design and development, and maintenance • Award-winning flagship learning technologies – learningDIRECTORTM / pptnLIVETMand changeDIRECTORTM • International and regional e-learning and education projects including: MOE Malaysia, MOE Singapore, MOE China, MOE Thailand, MOE Indonesia, National Institute of Education, Singapore Polytechnic, National Junior College, Citibank Asia Pacific, Unilever Asia Pacific, Microsoft Asia Pacific, Singapore Exchange, Singapore Power ….
Design Assess Assign Undertake Track Report Re-Assess Create/ Import Our Solution Overview Education (K12/Higher Ed/Others) Corporate (All Sectors) • MOE Singapore MOE Malaysia MOE China • MOE Thailand MOE Indonesia BOE Taipei BOE Kaohsiung Department of Education, Philippines • 北京市延庆县第四中学 北京师范大学附属实验中学 • INSEAD National Institute of Education, Singapore • Singapore Polytechnic National Junior College • Citibank APAC Unilever APAC Microsoft APAC Microsoft Taiwan/Malaysia/Indonesia Securities Commission Malaysia • National Healthcare Group Organon Pharmaceuticals • Singapore Power Singapore Exchange Content Development Services Implementation & Hosting Services Segments and Markets Solutions and Applications Curriculum & Program Design/Strategy/Execute Educational Games and e-learning Content Learning & Portal Management Systems Learning Analytics & Measurement Interoperability and Common Architectural Foundation Learning Assimilation Curriculum & Content Design Collaborate
Connected Learning Advanced Needs Enable pedagogical best practices Intermediate Needs Support traditional educational approaches Basic Needs Adapted From: Maslow, A. (1943). A theory of human motivation. Psychological Review, 50, 370-396 Integrating Technology into Learning • Integrated student services • On-demand learning opportunities • Supports mobile lifestyle • Data-driven • Personalized • Blended/hybrid/web enhanced courses • Active experimentation • Group and team learning • Affordable reality • Distance learning • Classroom based learning • Teacher based pedagogy • External courses
Key Trends in Educational Content • Demand for High Level of Learning Engagement • Visual Engagement (Rich Media) • Outcome-Based Engagement (Interactive) • The Gamer Generation/Net Generation Learners • Graphics First vs. Text First • Play vs. Work • Twitch Speed vs. Conventional Speed Baby Boomers Generation X Millenial Generation Computers Mobile phones, PDAs TVs Sources: Educause, eMarketer, IDC, BECTA, Parthenon Group, KD Case Studies
The Millenial Generation – Digital Learners By the age of 21, the average person will have spent: Video (10,000 hours) Emails (200,000 hours) TV (20,000 hours) Cellphone (10,000 hours) Under 5,000 hours of reading • An 8th grader plays video games an average of 5 hours/week • By high school, 77% of students have played games • 69% have played games since elementary school • By college, nearly all students have experienced games • Game sales nearly US$7billion in 2002
Immersive Learning with Games Games have many attributes associated with how people learn. • Activates prior learning: Games require facts. Players must use previously learned information―and learn new facts―to move to higher levels of gameplay. • Context: Context is important in games. Knowing what information or techniques to apply in which situations enables greater success. • Feedback and assessment: Games provide ample feedback on the player’s progress. Scoring, reaching different levels and ultimately winning provide rich feedback and assessment. (Online help can provide just-in-time remediation, as well.) • Transfer: Games require transfer of learning from other venues―life, school and other games. Being able to see the connection and transfer existing learning to a unique situation is part of gameplay. • Experiential: Games are inherently experiential. Those who play games engage multiple senses. For each action, there is a reaction. Feedback is swift. Learning is often by trial and error: hypotheses are tested and users learn from the results. • Social: Games are often social environments, sometimes involving large distributed communities.
How the Net Generation Learners Learn Best .. Continual Assessment 1. Lewis Carroll, the author of Alice in Wonderland, was actually an Oxford University lecturer in what field? [ ] Physics[ ] Maths[ ] Psychology 2. Which is the world’s largest desert? [ ] Great Sandy [ ] Arabian [ ] Sahara
Key Trends in Educational Content Authoring • Net/Digital Generation of Learners (text +image) • – Rich Media, Visually Enriched and Interactive Content • Simplicity/Empowerment – Educators Want to Create These Rich Media, Visually Enriching and Interactive Content on Their Own • Access to Rich Resource of Content Assets that are Easily Managed, Re-used and Adapted • Affordable Game-based Learning and Development • Convenience/One-Stop-Shop - Integrated Lesson Plans and Interactive Authoring • Authorial and Content Ownership – Digital Rights Management (DRM) Sources: Educause, eMarketer, IDC, BECTA, MS Global Education, KD Case Studies
Macromedia Flash, Director Market Gap! MS PowerPoint The Rich Media Authoring Landscape before… Programming knowledgerequired =TIME and COST Macromedia Authorware Macromedia Dreamweaver MS Producer Content output/Learner Interactivity = Learning Effectiveness MS Word Ease of use Static Dynamic …A 2-Dimensional Trade-off
learningDIRECTORTM – Rapid Authoring Framework • Separation of content from format • Rapid changes • Reusability - Portability • Metadata • SCORM and other Standards Compliance learningDIRECTOR Dynamic Course Assembly
Delivered overthe Internet learningDIRECTOR running on one or many application servers Integrated connectivityto ANY LMS viaAICC and SCORM To Any Browser learningDIRECTOR Schema on one or many databaseservers of any scale Packaged and Delivered to the learningDIRECTOR Server learningDIRECTOR developed courses
LMS Enterprise Architecture Industry Compliant Content (AICC, SCORM,IMS,LRM) “ILT” Web Server HTML Dispatcher HTML LMS Partner Content HTML Resource Management ORACLE or SQL SERVER Other Web Based encrypted On-Line Courses CD ROM learningDIRECTOR Rep HTML PDA/Cell ORACLE or SQL SERVER Authoring Tools HTML Content DATABASES: SQL*Server PLATFORMS: MS APP FILES: SQL INTEGRATION:Open APIs & Databases / Tool Kits
Design Assess Assign Undertake Track Report Re-Assess Create/ Import From Interactive Authoring to Immersive Learning Learning Assimilation Curriculum & Content Design Collaborate Any LMS SCORM LRM Course Publishers New Content Existing Content PSS Content Content can be converted into desired standards-based format using pptnLIVETM & learningDIRECTOR™. This allows teachers/trainers to adaptcontent to desired teaching and learning styles.
Our Technical Learnings - Top 5 • Make authoring tools user friendly • Creating the manifest and metadata should be done only once the user has completed their authoring and is ready to publish. • The manifest and metadata files should not be part of the content stored in the authoring tool. • The information being tracked should have different internal names than those in the manifest. • Support established multimedia formats
Getting Educators Up to Speed… • With the changing trends in education, it is important to ensure that educators have tools to meet the expectations set by administrators. • pptnLIVE™ and learningDIRECTOR™ are designed to be easy to use standards compliant tools – they allow the author to output the lesson to multiple formats, such as both SCORM 2004 and SCORM 1.2, without having to retype the lesson.
Extending Tools with which the User is already Familiar with • The shorter the time it takes a user to feel comfortable with a tool the more likely they are to use it. • Microsoft PowerPoint is a tool with which many educators are already familiar. • pptnLIVE™ is an office add in which means it gives the user the interface they are already comfortable with, but extends the functionality to include the ability to add interactive games to their presentations. • Giving them the comfort of a familiar tool with the edge of creating interactive, engaging, and standards aligned content as opposed to static presentations.
Giving the User a New Tool… • learningDIRECTOR™ is designed as a web based authoring application for building whole courses as opposed to single topic games. • The educator can choose different interactive templates for providing information or evaluating understanding. • The interface is designed to be easy to use and intuitive for the user as well as allowing them to output the same course in multiple formats.
Achieving our Vision Together • Anthea Ong, CEO • Tel: +65 63444 765/903 • Mob: +65 9687 8204 • Fax: +65 63444 719 • Email: anthea@knowledge-director.com • Fiona Han, Director – Client Services • Tel: +65 63444 765 • Mob: +65 97652060 • Email: fiona@knowledge-director.com www.knowledge-director.com