QANTM - CPTTM Web Site 2

online environments for
business success
the impact of elearning, edugames and advergames
professor roderick c. sims
elearning strategist and academic director
about this seminar
what is qantm?
the features, benefits & trends of …
elearning
edugames
advergames
product demonstrations
what is qantm?
a studio
e-learning
corporate
education
games
education
marketing
promotion
consulting
e-learning
instructional design
program accreditation
what is qantm?
a college
diplomas
animation
multimedia
graphic design
games programming
degrees
animation
e-learning
graphic design
games programming
internet programming
multimedia development
e-learning features
cost-effective
learner-centered
anytime, anywhere
access on-demand
pedagogically based
self-paced, self-directed
collaborative and interactive
enables multiple learning styles
e-learning benefits
flexibility
cost and selection
higher retention
greater collaboration
global opportunities
convenience and portability
e-learning demonstration
The Learning Federation
“finders keepers”
Australian National Training
animation “tool box”
Queensland Mining
mining induction
e-learning architectures
e-learning triggers
e-learning outcomes
e-learning programs need
to be supported by …
quantitative business cases
qualitative business cases
return on investment
an e-learning continuum
e-learning transformations
performance
management
personalized,
integrated
Stage 3
on-line,
web enabled
off-line,
computer based
Stage 1





Instructor led class rooms
Computer based training
CD-rom’s
Context-sensitive help
Proprietary course formats
Stage 2
 Training management system
 Learning portal
 Integration with external
knowledge sources
 Standardised course formats





Instructor led class rooms
Computer based training
CD-rom’s
Context-sensitive help
Proprietary course formats
 Learning Management System
(enterprise wide)
 Integrated functionality: virtual
class room, attendance tracking
training performance measuring,
etc.
 Fully personalized
 Customised per role/profile
 Skills fit/gap assessment
 Aligned with corporate strategy
and HR strategy
 Integration with external
knowledge sources
 Standardised course formats





Instructor led class rooms
Computer based training
CD-rom’s
Context-sensitive help
Proprietary course formats
Stage 4
 Fully integrated with HR policies,
procedures and tools
 Fully integrated with performance
management
 Fully integrated with knowledge
management
 Learning Management System
(enterprise wide)
 Integrated functionality: virtual
class room, attendance tracking
training performance measuring,
etc.
 Fully personalized
 Customised per role/profile
 Skills fit/gap assessment
 Aligned with corporate strategy
and HR strategy
 Integration with external
knowledge sources
 Standardised course formats





Instructor led class rooms
Computer based training
CD-rom’s
Context-sensitive help
Proprietary course formats
e-learning lessons (a)
start with a learning strategy and
business case
consider business process, content
strategy and technology
infrastructure boundaries
senior sponsorship is critical to
sustaining the change and
acceptance
e-learning lessons (b)
expect learning projects to identify
“disconnects” in the HR process:
lack of consistency in job role definitions
lack of clarity between job performance
and competencies required to attain
desired performance
relationship between knowledge
management, learning, collaboration
lack of adequate tie-in between the
performance review/feedback processes
and learning
e-learning lessons (c)
do your project with phases/deliverables –
create Short Term Wins
expect to ‘pilot and learn as you go’
build fast feedback loops - project and
business units
expect a deluge of requests for far more than
you can handle
expect data conversion & interfacing to be
significant tasks
define key performance indicators for the
project and learning success
edugames :: advergames
games – the market
Games
globally $6b-$20b + 20% annually
2008 $40b (33% online, phone, iTV)
Australians spend $A2m per day
2002 - 7.3m internet game players
2010 – 56.7m internet game players
This is no passing fad
games – the trends
market today
console and pc games dominate
online game play growing fast
emerging strategies
advergames/viralGames
edugames
same technology – new skills
instructional design and marketing
advergame – chrysler
advergame - pepsi
advergames - travel
business online – where next?
preventing corporate
“gold” turning to online
“lead”
users as producers, not
consumers
users as creators, not
watchers
learn from the experts
and experienced
benefit from the past to
create the future