i-lovelearning 2014 [EN]
- 6. with a view
to the future
Where We Are:
Spain
UK
India
Mexico
USA (NY) NEXT
Our Partners:
Ireland
Italy
Netherlands
Mexico
Uruguay
New Zealand
Australia
Internationalization
- 7. Events Presence
Learning Live, Learning Technologies
Prizes Presence
European Business Awards, E-learning Age Awards
Collaborators
Learning & Performance Institute
xAPI (Tin Can)
New markets
Publishing and educational world
Residential Market
Position
- 12. Mobile learning users dedicate
40 minutes more to training
40 minutes more
Mobile learning users prefer that
their progress is tracked three
times more
3 times more
Mobile learning users are twice
more likely to study in their free
time
2 times more
100% would train more on mobile format
For 99%, format and presentation improve their learning
For 75%, it allows them to better manage their time
For 45%, less time is required and understanding is not reduced
Sources: The iPass Global Mobile Workforce Report March 2012
Data
- 15. Pros Cons
Higher productivity of
employees
Possibility to work with more
flexibility
Costs reduction
It allows employees to
provide a better service for
clients
Risk in corporate data safety
and privacy
It requires new policies of
access control
It needs enough network
resources to support the
devices arrival
TI support needed for a
variety of devices,
applications and software
1
2
3
4
1
2
3
4
BYOD
- 16. of the organisations at global level are in the process of
evaluating or implementing a BYOD strategy60%
No plans
21%
In evaluation
21%
Defined
strategy
19%
19%
Implementing
strategy
Obtaining
information
25%
Source: CISCO BYOD Survey 2013
Data
“It is expected that by 2014 the average number
of connected devices will be of 3.3 per employee;
we finished 2013with an average of 2.8”
“76%of those polled think that BYOD is a medium
or extremely positive trend for the organisation they
work for”
- 17. Use of smartphones and
tablets in Europe
Sources: Ibex35, Fundación Telefónica, TNS Mobile Life
+Data
- 26. CONTENT
VISUALISATION
WITHOUT PLUG-
INS
GAMES AND GRAPHS
DIRECTLY REPRODUCED IN
THE BROWSER
COMPATIBILITY WITH
MOBILE DEVICES
INTERACTION WITH OFFLINE
CONTENT
EVEN THOUGH IT IS IN THE
EARLY STAGES OF EVOLUTION,
IT HAS MULTIPLE ADVANTAGES
MULTIMEDIA CONTENT PRESENTED
IN AN ENGAGING AND
REVOLUTIONARY WAY
IMPROVEMENTS IN
THE SEMANTICS OF
PROGRAMMING AND
IN THE USE OF JAVA
SCRIPT AND CSS3
EASILY FILTER, ORDER AND
CONTROL THE CONTENT FOR USERS
- 33. Data • Gartner foresees that 70% of Global 2000
companies will have at least one gamified
application of common use in the organisation.
• Gamification hopes to inspire more
profound connections and bigger engagements
to change the behaviour, but it needs coherent
implementations.
• The process of gamification will be multi-
device and multi-platform, even
offline, affecting different systems in the
company.
• The gamification tools market will reach 5,5
billion $ USA by 2018 from the current
420 million. (Marketandmarkets)
- 39. Flipped Traditional
Teacher’s lessons are
consulted at home
(video/podcast/books/website)
Students work in the
classroom
Higher level of concepts
understanding and more
connection with content
Students receive all the help
they need from the teacher
The teacher imparts the
lesson
Students take notes
Students follow guided
instructions
The teacher assesses
1
2
1
2
3
4
Students work at home
5
- 40. Data
26% of students and 34% of
teachers have used tablets in
the classroom
47% of students want teachers
to incorporate tablets as a
learning tool
Advantages
of tablets
Digital content everywhere
Of students
69% Of teachers
73% Have used digital
content in the
classroom
A look into telepresence
Of students
33% Of teachers
31%
Have used
telepresence in the
classroom
Source: Learn Now, Lecture Later (CDW·G, 2012) read the report at CDWG.com/LearnNowLectureLater
- 42. Learning Analytics
is the measurement, compilation, analysis
and presentation of data about the
students and their contexts, in order to
understand and optimise learning and the
environments in which it occurs
- 45. «The best results at work are produced
by teams who work collaboratively.»
«The best learning results
are produced by teams
who learn in
collaboration.»
- 48. • Versions repository
• Template-based
• Compatible (SCORM, xAPI)
• Rapid learning
• Simplifies maintenance
Create e-learning content in HTML5
• In the Cloud
• Responsive design
• Collaborative creation
• Completely visual
• Publishing with just one click
- 49. • Blended learning
• In the Cloud or in your servers
• Certified by ADL (SCORM, xAPI)
• Tripartite Foundation
• Customisable
• Scalable
Training management platform
• By and for training
• Integrable with your
ERP
• Integrated LRS
• Quick implementation
• Pay per use
- 50. • For iOS and Android
• For xAPI content
• Offline training
Mobile learning system
• Specific training
• Detailed tracking
• Integrable with your LMS
(xAPI)
- 51. • Quick and agile format (byte-
size)
• Responsive design
• By experts and universities
Soft-skills e-learning content
• Free access
• In the Cloud or in your servers
• Pay per use
- 54. Now that we have xAPI and we are free from SCORM we
can create the content we want
- 56. What can we add?
a)
b)
c)
d)
e)
f)
g)
h)
i)
j)
k)
“Like”
Reveal the results report
Add more exercises
Global ranking
Gamification “badges”
Ask the teacher a question
Results reports
Hidden exercises
Portfolio of exercises
Compare results
Synchronise some students
- 57. Relation with the trends
a)
b)
c)
d)
e)
f)
g)
Collaboration
BYOD
HTML5
Learning Analytics
Gamification
xAPI
Flipped Classroom
- 58. Can it be implemented in my organisation?
a)
b)
c)
d)
e)
Integration with LMS
Integration with Portal
Integration with any Software
Mobile
Authoring tools
- 60. we suggest….
following weeks webinars
and in-company
presentations
90 days try and contact our
product managers directly
Express and free of charge
consultancy in A Coruña
(come and tell us your idea)
- 61. Thank you for your attendance!
SPAIN | UK | MEXICO | INDIA
http://www.netexlearning.com
sales@netexlearning.com
@NetexLearning #iLoveLearning14