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Neil Movold

New Media Consortia - Horizon Report - Ten Top Trends in Education - 0 views

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    The New Media Consortia has been publishing their annual Horizon report on trends in higher education for ten years. To celebrate that effort NMC brought together 100 thought leaders in education for a three day convocation in Austin.  The group identified 28 megatrends in education and released a press release that documented the most important first 10.  Here from their press release (NMC) A wide lens was aimed at the world around education, and that lens had a uniquely global focus. What interested the group - which represented 20 countries from six continents - was what trends are truly international? Which are impacting learning and education worldwide, from the most advanced countries to the poorest?  From these discussions, 28 hugely important metatrends were identified. The ten most significant are listed here and will be the focus of the upcoming NMC Horizon Project 10th Anniversary Report:
Neil Movold

Global Social Network Advertising Market to Reach US$14.8 Billion by 2017 - 0 views

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    Social ads are increasingly assuming mainstream status, as brands focus on devising newer ways to engage user attention. While traditional advertisers focus on targeting users with contextual ads wherein ads are served on the basis of content, in social advertising factors such as peer and social influences as well as recommendations are taken into consideration for targeting users. Rapid increase in social media activities in the recent years has driven advertisers to take up social ads.
Neil Movold

How Technology is Changing the Way Children Think and Focus - 0 views

  • You can think of attention as the gateway to thinking. Without it, other aspects of thinking, namely, perception, memory, language, learning, creativity, reasoning, problem solving, and decision making are greatly diminished or can’t occur at all.
  • In fact, studies have shown that reading uninterrupted text results in faster completion and better understanding, recall, and learning than those who read text filled with hyperlinks and ads.
  • Research shows that, for example, video games and other screen media improve visual-spatial capabilities, increase attentional ability, reaction times, and the capacity to identify details among clutter. Also, rather than making children stupid, it may just be making them different. For example, the ubiquitous use of Internet search engines is causing children to become less adept at remembering things and more skilled at remembering where to find things. Given the ease with which information can be find these days, it only stands to reason that knowing where to look is becoming more important for children than actually knowing something. Not having to retain information in our brain may allow it to engage in more “higher-order” processing such as contemplation, critical thinking, and problem solving.
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    "Thinking. The capacity to reflect, reason, and draw conclusions based on our experiences, knowledge, and insights. It's what makes us human and has enabled us to communicate, create, build, advance, and become civilized. Thinking encompasses so many aspects of who our children are and what they do, from observing, learning, remembering, questioning, and judging to innovating, arguing, deciding, and acting."
Neil Movold

'Personal Cloud' to Replace PC by 2014, Says Gartner - 0 views

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    There's no doubting the cloud invasion. But the research firm Gartner believes the personal cloud will replace the PC as the center of our digital lives sooner than you might think: 2014. "Major trends in client computing have shifted the market away from a focus on personal computers to a broader device perspective that includes smartphones, tablets and other consumer devices," Steve Kleynhans, research vice president at Gartner, said in a statement on Monday. "Emerging cloud services will become the glue that connects the web of devices that users choose to access during the different aspects of their daily life."
Neil Movold

Game-Based Learning to Teach and Assess 21st Century Skills - 0 views

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    Game-Based Learning, and particularly serious games that teach content, are fast becoming utilized in the classroom. Frequent success stories are appearing, from Minecraft in the elementary classroom to games that teach civics. There is curriculum that pairs World of Warcraft with language arts standards, and many other variations where the gaming focus is on content. What about 21st century skills? Yes, games can be used to teach and assess 21st century skills! As the conversation in education reform moves forward, and educators are increasingly leveraging 21st century skills, we need to consider how to couple games with reform. Let's take a look at what many consider the top three 21st century skills and how games can teach and assess them.
Neil Movold

Socializing Your Enterprise to Succeed in a Creative Economy - 0 views

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    "What does it mean to socialize the enterprise? Often, the primary focus of this term is the outward-facing social media strategy of the company and/or the social collaboration infrastructure it uses. But in reality, these two aspects are just the tip of the iceberg. A socialized enterprise incorporates the entire stakeholder landscape and platforms for bridging these connections: the consumer-facing social media strategy of the company, collaboration within the organization and the way the company interacts with clients and, no less important, its external partners."
Neil Movold

Facilitating collaborative learning: A recipe for success - 0 views

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    "In the "e-learning era" the focus of training moved to designing and developing sophisticated, self-paced, online course content, and then managing access to it in a LMS. With the emergence of the "networked learning era" training departments have begun to think about how they can add "social" into the mix."
Neil Movold

salsaDev - automatically unveils the semantic richness in a mass of unstructured inform... - 0 views

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    Another example of the increasing focus on content intelligence - salsaDev - http://bit.ly/riy5BV
Neil Movold

The Magic of Doing One Thing at a Time - Tony Schwartz - Harvard Business Review - 1 views

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    Why is it that between 25 and 50 per cent of people report feeling overwhelmed or burned out at work? It's not just the number of hours we're working, but also the fact that we spend too many continuous hours juggling too many things at the same time. What we've lost, above all, are stopping points, finish lines and boundaries. Technology has blurred them beyond recognition. Wherever we go, our work follows us, on our digital devices, ever insistent and intrusive. It's like an itch we can't resist scratching, even though scratching invariably makes it worse. Tell the truth: Do you answer email during conference calls (and sometimes even during calls with one other person)? Do you bring your laptop to meetings and then pretend you're taking notes while you surf the net? Do you eat lunch at your desk? Do you make calls while you're driving, and even send the occasional text, even though you know you shouldn't? The biggest cost - assuming you don't crash - is to your productivity. In part, that's a simple consequence of splitting your attention, so that you're partially engaged in multiple activities but rarely fully engaged in any one. In part, it's because when you switch away from a primary task to do something else, you're increasing the time it takes to finish that task by an average of 25 per cent.
Neil Movold

Gamification Is More Than A Game For Businesses - Forbes - 0 views

  • My premise is that the term gamification doesn’t accurately depict the benefits a business can achieve.
  • The truth is that game mechanics have been used in business for some time. For example, companies currently use leader boards for sales and loyalty programs for customers. We are already using other terms that offer some of the same benefits such as engagement strategies, game mechanics, advocacy, and rewards.
  • Why do we care about gamification?
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  • Duggan says it’s bigger than gamification because it incorporates all the ways we can measure and influence behavior.
  • Badgeville describes it as encompassing trends such as game mechanics, big data, identity, analytics, reputation, social, community and collaboration. BLM is the process of measuring and influencing behavior to meet your business goals.
  • behavior lifecycle management (BLM)
  • gamification provides benefits to almost any firm but you need to focus on building the experience and adapting the experience over time to keep your constituents engaged.
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    Gamification is the latest buzzword on the street. It ranked a keynote panel session at Enterprise 2.0 in November and it was one of two main topics discussed at the recent Institute for Social, Search and Mobile Marketing (ISSMM) K1 Executive Roundtable.  
Neil Movold

Harold Jarche » Social Learning, Complexity and the Enterprise - 0 views

  • There is a growing demand for the ability to connect to others. It is with each other that we can make sense, and this is social. Organizations, in order to function, need to encourage social exchanges and social learning due to faster rates of business and technological changes. Social experience is adaptive by nature and a social learning mindset enables better feedback on environmental changes back to the organization.
  • The Internet has fundamentally changed how we communicate on a scale as large as the printing press or the advent of written language.
  • Our relationship with knowledge is changing as our work becomes more intangible and complex. Notice how most value in today’s marketplace is intangible, with Google’s multi- billion dollar valuation an example of value in non-tangible processes that could be deflated with the development of a better search algorithm. Non-physical assets comprise about 80 percent of the value of Standard & Poor’s 500 US companies in leading industries.
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  • A collective, social learning approach, on the other hand, takes the perspective that learning and work happen as groups and how the group is connected (the network) is more important than any individual node within it.
  • The manner in which we prepare people for work is based on the Taylorist perspective that there is only one way to do a job and that the person doing the work needs to conform to job requirements [F.W. Taylor, The Principles of Scientific Management, 1911]. Individual training, the core of corporate learning and development, is based on the premise that jobs are constant and those who fill them are interchangeable.
  • Individual learning in organizations is basically irrelevant because work is almost never done by one person.
  • Social learning is how groups work and share knowledge to become better practitioners.
  • “a dynamic two-way flow of power and authority, based on knowledge, trust, credibility and a focus on results, enabled by interconnected people and technology”.
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    There is a growing demand for the ability to connect to others. It is with each other that we can make sense, and this is social. Organizations, in order to function, need to encourage social exchanges and social learning due to faster rates of business and technological changes. Social experience is adaptive by nature and a social learning mindset enables better feedback on environmental changes back to the organization.
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