By A.J. Ripin
Technology’s impact on corporate learning is ever-changing. Our personal and professional worlds, once thought separate, are quickly integrating. We are experiencing a convergence between home and work, as well as employees and customers—they are now one. As learning leaders, it is our responsibility to anticipate and design for the needs of our changing enterprises. Avoidance isn’t an option. Improper implementation has left
organizations fragmented. The time is now to take a different look at how mobile, gaming, and social media are being used within our organizations. And that’s the focus for Training’s upcoming Learning 3.0 Conference—Get Mobile. Use Games. Be Social. Drive Engagement—to be held October 4-5 in Chicago.
GET MOBILE. Mobility is more than a technology; it’s a lifestyle. We’ve transformed into an on-the-go society—both at home and in the office. The smartphone market is hot. Nielsen has reported that smartphones will overtake feature phones (dumb phones) by the end of 2011—that equates to 1 in 2 Americans having smartphones by the holiday season. Many enterprises are embracing these statistics and have started to move away from the traditional, single-source device policies, with alternative multi-device and employee-owned smartphone (or tablet) strategy implementations. As a result, mobile learning is transforming from a siloed component within the blended learning toolkit into the centralized, portable portal or gateway into organizations’ cerebral ecosystem. Mobile Learning has redefined itself as “The Enabler.”
USE GAMES. The principles of “gamification” are the new black. Gamification is the idea of transforming your everyday activities into a game. Everywhere you turn, daily actions, such as “check-ins,” photo-sharing, or even following someone’s “tweets,” are being rewarded with badges, the “unlocking” of access to additional content, or being awarded points—increasing your position on “the” leaderboard. Its influence on corporate learning will increasingly be felt. Gartner says by 2015, more than 50 percent of
organizations that manage innovation processes will gamify those processes…and more than 70 percent of Global 2000 organizations will have at least one gamified application. That’s a powerful prediction. What are the best ways of employing game mechanics in non-game environments? Find out from Jesse Schell, author and director of Carnegie Mellon’s Entertainment Technology Center, and CEO of Schell Games (jesseschell.com), who will be a keynote presenter at Learning 3.0.
BE SOCIAL. The days of corporate opacity have been replaced with corporate transparency. Social media has opened the doors of communications among our learning audience, as well as our customers. A recent study conducted by FedEx and Ketchum reported that 90 percent of organizations surveyed either plan to redesign their intranets in the next one to two years to include greater social media capabilities or already have social media-equipped intranets. Social media is transforming from an application initially valued as a collaboration tool across the enterprise into the centralized Knowledge Management (KM) repository throughout the organization.
DRIVE ENGAGEMENT. The successful integration of our workflows and communications through mobile, gaming, and social media will unlock the power of employee engagement, ultimately better furthering our organizations’ missions, visions, and values. Come join us in Chicago for Learning 3.0 as we take a deeper dive into these concepts of interactive and immersive learning. For more information, visit http://www.TrainingMagEvents.com.
A.J. Ripin is a strategist in future and emerging technologies with Moving Knowledge, which specializes in mobile technology systems integration for organizations across the globe. Additionally, he serves as a practitioner with the University of Central Florida Institute for Simulation and Training as part of the Mixed Emerging Technology Integration Lab (METIL), which focuses on advancing the R&D of emerging technology disciplines for learning, knowledge, and human performance. To receive best practices and tips on mobile learning, follow Ripin on Twitter@mobilelearning.