EMT101 The Future of Learning: Where Should You Focus Today?
10:00 AM - 10:45 AM Wednesday, October 25
Expo Hall: Emerging Tech Stage
Join this session for an in-depth look at the tools, design, and technologies you should be focused on in learning today, and what’s just around the corner.
Find out what technologies will enhance learning, and what you need to get excited about and start planning to integrate into your solutions. Learn from the buzz and new tools appearing in the consumer and corporate environments, and explore how you can take advantage of them to help your users learn. This fun session will give you dozens of ideas and reboot your brain for fresh perspectives on how to enhance your learning today.
In this session, you will learn:
- How to analyze and apply using free frameworks
- Strategies for developing an adaptive learning plan
- How to think about organizing, developing, and tagging content
- Several amazing tips and techniques you can apply as soon as you get back to your desk
- About examples and resources you can use to excite your team and organization
- About valuable resources to grow your personal learning network
Audience:
Novice to intermediate designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
HTML5 and Bootstrap.
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Nick Floro
Learning Architect/Imagineer
Sealworks Interactive Studios
Nick Floro, a co-founder and learning architect at Sealworks Interactive Studios, has over 25 years of experience developing learning solutions, applications, and web platforms. Nick is passionate about how design and technology can enhance learning and loves to share his knowledge and experience to teach, inspire, and motivate. As a learning architect, Nick gets to sketch, imagine, and prototype for each challenge. He has worked with start-ups to Fortune 500 companies to help them understand the technology and develop innovative solutions to support their audiences. Nick has won numerous awards from Apple and organizations for productions and services.
102 The New Normal: Learning Amid the Internet of Things
10:45 AM - 11:45 AM Wednesday, October 25
Andros AB
The Internet of Things (IoT) technology revolution is about to explode in L&D. While still not commonplace, it has the potential to resemble the stunning uptake of the smartphone—technology that went from new to everywhere in just 10 years. It also has the capability to redefine the learning landscape. In the age of IoT, learning will no longer be about ownership of information; it will be about presence, context, and experience.
In this session, you’ll take a closer look at what IoT technology can do and how it can enhance your work by looking at it from three perspectives—the technology, the impact on your audience, and the impact on L&D professionals. You’ll explore what specific learning technologies will dominate and enable the Internet of Things. You’ll then find out how these technologies can create new, innovative learning experiences for your audience. Finally, you’ll discuss how IoT may change the roles, responsibilities, and rules of running your learning organization. Come learn how to navigate this new normal for learning and technology.
In this session, you will learn:
- What IoT is, and how it can change the technology landscape
- About the impact of IoT on your audience: ownership, access, and presence
- About the impact of IoT on learning professionals: methods, tools, and approaches
- What the future of IoT holds for L&D teams and organizations
Audience:
Novice to advanced designers, developers, project managers,
managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
The Internet of Things (IoT).
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Vidya Krishnan
Head of Competence & Capability Consulting and Education
Ericsson
Vidya Krishnan is the head of competence and capability consulting and education for Ericsson North America. She has responsibility and a deep passion for transforming how Ericsson creates capability for its customers and their workforces. Vidya has over 20 years of experience in the telecom and IT industry, spanning AT&T, Nortel, and Ericsson. She holds a BS degree from Princeton and an MS degree from Stanford in electrical engineering, with a specialization in sustainability. She and her team are dedicated to transforming how, where, and when effective learning takes place in a networked society.
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Diogo Julio
Portfolio Lead, Competence & Capability Consulting
Ericsson North America
Diogo Julio is a portfolio lead for competence and capability consulting with Ericsson North America. He is also a sought-after consultant, learning leader, instructor, and subject matter expert. Diogo has extensive experience with driving higher capabilities and performance excellence in the teams he works with, drawing on a variety of experiences with Ericsson’s mobile broadband technology portfolio.
113 Intelligence Augmentation: AI Technology and L&D
10:45 AM - 11:45 AM Wednesday, October 25
Barbados AB
Today’s learners are faced with an ever-growing surplus of content to learn, process, and employ in their careers. Companies have terabytes of knowledge, skills, behaviors, and standard work required for successful day-to-day operations. They need to empower their employees with a system for efficiently building on or augmenting the capabilities each person brings to the organization. Intelligence augmentation is one possible solution.
In this session, you’ll examine several major AI voice technologies and how they’re being used today. You will also hear and see how natural language voice interfaces can be used for learning and knowledge management, including demonstrations of hands-free, multi-level instruction complemented by audio and visual feedback. This session will give you the opportunity to engage in a conversation about what new user experiences this technology can provide your audience—not years in the future, but today!
In this session, you will learn:
- What intelligence augmentation is
- How natural language interfaces work in practice
- What technologies are involved with personal assistant technologies
- What the implications of intelligence augmentation are for L&D
Audience:
Novice to intermediate designers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Google Home, API.AI, Amazon Alexa, and others.
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Kenneth Hubbell
Sr. Mgr. Instructional Design Strategy & Innovation, SVP
Wells Fargo Bank
Kenneth Hubbell is a senior manager of instructional design at Wells Fargo. He is an award-winning instructional design professional with over two decades of experience creating and producing engaging learning experiences. An animator for the EPA at the forefront of digital technology in the 1980s, he became a multimedia pioneer, including a pivotal role on the team developing Shockwave 3D in 2000. Ken holds a bachelor’s degree in industrial design and an MS in instructional technology. He is an accomplished learning strategist, designer, programmer, and videographer. He currently researches advanced techniques for business and education, leveraging games and video to promote learning innovation.
EMT102 Case Study: Year 1 with 360-Degree Video
11:00 AM - 11:45 AM Wednesday, October 25
Expo Hall: Emerging Tech Stage
So you’ve decided that 360-degree video looks promising and you want to try it out, but you have questions. What do you need to get started? What should you watch out for? Do you have the right skill set? What are the benefits? What is it going to cost? And probably more.
In this case study session, you will learn from one team’s journey during their first year using 360-degree video. You’ll find out what you need to get started shooting, editing, and sharing 360-degree video content. You will hear about the common and not-so-common issues they faced, including with equipment, talent, technique, and the organization. You will explore three short 360-degree videos and hear how they impacted the development team and learners throughout the process. Overall, you will get a firsthand account of an organization that went all in on this new technology, and how it’s worked out so far.
In this session, you will learn:
- About the different types of equipment, the techniques, and the time you need to shoot in 360 degrees
- Lessons from three 360-degree video projects developed for manufacturing and corporate audiences
- About common and less common issues you may face while shooting in 360 degrees
- What the team members wished they had known when they started
Audience:
Novice to intermediate designers, developers, project managers, and
managers.
Technology
discussed in this session:
Mobile devices, YouTube, Facebook, Samsung Gear
360, Gear 360 Action Director, Git2 Action Camera, and the GoPro Kolor 360-degree
video rig.
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Destery Hildenbrand
XR Solution Architect
Intellezy
Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.
203 Immersive Learning and the Future of Workplace Learning
1:15 PM - 2:15 PM Wednesday, October 25
Montego A
Workplace learning is a two-way relationship between a company’s desire to stay competitive and employees’ need for information to engage job functions. With the struggle for competitive advantage expected to only accelerate, it pays dividends to create a flexible and technology-enabled learning ecosystem that can foster the future generations in the workforce.
In this session, you will discuss the best practices that organizations need to consider in order to support today’s workforce and remain competitive. You will explore examples including the use of mobile technology, the adoption of social learning tools, increased alignment with corporate objectives, the use of adaptive learning principles, and the ability to measure effectiveness. You will also learn about short-term and long-term approaches to workplace learning, including virtual reality, gamification, serious games, and augmented reality for the workplace.
In this session, you will learn:
- Best practices to ensure a successful approach to corporate training and workplace learning
- How to ensure employees stay ahead of the curve with training
- Best practices to ensure that you are equipped to approach future learners and generations entering the workforce
- What new technologies you will see more of in L&D in upcoming years
Audience:
Intermediate to advanced designers, developers, project managers,
managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
HTC Vive and the Leap Motion controller.
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Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.
209 DevLearn Hyperdrive Showcase
1:15 PM - 2:15 PM Wednesday, October 25
St Croix B
Back by popular demand, Hyperdrive returns to DevLearn this fall. This year’s Hyperdrive competition focuses on innovation, showcasing projects that are using technology and solutions to create new and exciting opportunities for learning and performance support.
In this session, you will learn from the three winning entries in DevLearn Hyperdrive, the competition that took place before DevLearn began. You will learn from individuals and organizations that are pushing the boundaries of what learning and performance support looks like, and you’ll explore examples of technology being harnessed in ways that most others have yet to consider.
In this session, you will learn:
- From cutting-edge examples of innovative learning
- How the projects provide business value
- Why a design decision was made
- About the technologies used in innovative projects
Audience:
Novice to advanced designers, developers, project managers, and managers.
Technology discussed in this session:
Various.
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Mark Britz
Director of Event Programming
Learning Guild
Mark Britz is the director of event programming at The Learning Guild. Previously he worked for more than 15 years designing and managing learning solutions with organizations such as Smartforce, Pearson Digital Learning, the SUNY Research Foundation, Aspen Dental Management, and Systems Made Simple. Mark is also an organizational social designer, helping businesses achieve the benefits of becoming more connected and collaborative to improve learning and engagement. Mark is the author of Social By Design: How to create and scale a collaborative company, and regularly presents and writes about the use of social media for learning, collaborative networks, and organizational design.
216 BYOL: AR2—The Augmented Reality Amazing Race
1:15 PM - 2:15 PM Wednesday, October 25
Montego DE
You want your new-staff orientation to infuse some excitement into exploring and discovering the organization. But sometimes the only “budget” you have is the people in your department who can help with the creation and development. Wouldn’t you like to be able to leverage augmented reality to encourage staff to self-discover the organization and have a more engaging multimedia experience?
In this session, you’ll learn how a government organization with no budget leveraged the free version of the Aurasma AR web development software to create the Augmented Reality Amazing Race. You’ll see how new-employee teams of two traveled across a hospital using the Aurasma app on iPads to discover hidden treasures and learn more about the organization where they work! Aurasma says its tool and app can “turn everyday objects, images, and places into new opportunities for engagement” through AR. During this session, you will help build a mini-race to find out how easy it can be.
In this session, you will learn:
- How to define augmented reality
- How you can use AR in your organization for practical learning
- How to use the free version of Aurasma to create a simple AR experience
Audience:
Novice to intermediate designers, developers, and project
managers.
Technology
discussed in this session:
Mobile devices and the Aurasma web platform and app.
Participant
technology requirements:
Participants should bring a laptop that they can
use to work with the Aurasma web development tool, and they should also download
the Aurasma app onto a mobile device (such as a smartphone, iPad, or Android
tablet).
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Cindy Plunkett
Director, Learning Design & Development
PointClickCare
With over 20 years' experience in instructional design, development, and project management Cindy Plunkett is the Canadian eLearning Conference Executive Director, part-time professor in the faculty of education at Ontario Tech University, and co-creator of the Educational Technology for Health Practitioner Education course at the University of Toronto's department of Family and Community Medicine. Cindy has worked with three of the largest academic teaching hospitals in Canada on high profile projects like the SEME program, and has experience speaking and facilitating both nationally and internationally.
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Faith Boutcher
Director, Centre for Education
Baycrest Health Sciences
Faith Boutcher is the director of academic education and interprofessional education in the Centre for Education at Baycrest Health Sciences. Faith is an experienced clinician and educator with expertise in knowledge mobilization, and her work focuses on the innovative and creative delivery of team training. She holds appointments with the Lawrence S. Bloomberg Faculty of Nursing, University of Toronto and the School of Nursing, Faculty of Health Sciences, McMaster University. She is currently completing her doctoral studies in knowledge translation at the University of Toronto.
EMT104 Enhancing Your Learning Journey with Gesture Control
1:15 PM - 2:00 PM Wednesday, October 25
Expo Hall: Emerging Tech Stage
Do you want to understand the possibilities for taking your learning experiences to another level by integrating gesture control devices with other augmented and virtual reality devices? If so, then this is the session for you!
In this session, you will learn about the Myo armband, the Bird wearable (MUV Interactive), and the Oculus Touch VR controller, and you’ll explore possibilities for integrating them into the learning experiences you design and develop. You will explore the main functionality of gesture control devices, and learn how and where to begin integrating them smartly into your learning solutions.
In this session, you will learn:
- About the primary functions and features of these three gesture control devices
- From examples of how gesture control devices are used in learning solutions
- About the opportunities for, and the feasibility of, incorporating gesture control in learning solutions
Audience:
Novice to intermediate designers, developers, managers, and directors.
Technology
discussed in this session:
Bird, Myo, and Oculus Touch.
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Sherry Larson
Owner, President
Learning IDeologies
Sherry Nolan Larson, the owner and president of Learning IDeologies, is a senior learning and development professional with broad-based skills designing, developing, managing, and delivering eLearning, instructor- led learning, and blended-learning solutions for large-scale projects in the healthcare, industrial automation and services, retail, government, airlines, financial services, and telecommunications industries. Her specialties include team leadership, instructional design, business and process analysis, project management, and customer relationship management. She is a past-president of PACT and was also on the board for Fifty Lanterns International. She holds an MEd degree.
INN105 Getting Started with Augmented, Virtual, and Mixed Realities
2:15 PM - 3:00 PM Wednesday, October 25
Expo Hall: Innovation Showcase Stage
You may have heard the buzz around AR, VR, and mixed realities. This session will break down and demonstrate each technology so you can understand what it does, where it fits, and how you can take advantage of it in your learning development.
Come explore the tools and resources you can use to prototype and develop content for each technology, and find out how to get started when you get back to your desk.
In this session, you will learn:
- What is required to get started with each technology
- What’s involved with delivering content to your audience
- Which tools you can use to start creating content
- How to use 360-degree cameras to capture environments to share with your learners
- About several amazing examples to get you excited
Audience:
Novice to intermediate designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Browsers for delivering 360-degree content; developing with Oculus Rift and HTC Vive; Apple’s ARKit and Google’s ARCore; Microsoft HoloLens; Google Cardboard; and 360-degree cameras.![](/assets/images/speakers/large/859.jpg)
Nick Floro
Learning Architect/Imagineer
Sealworks Interactive Studios
Nick Floro, a co-founder and learning architect at Sealworks Interactive Studios, has over 25 years of experience developing learning solutions, applications, and web platforms. Nick is passionate about how design and technology can enhance learning and loves to share his knowledge and experience to teach, inspire, and motivate. As a learning architect, Nick gets to sketch, imagine, and prototype for each challenge. He has worked with start-ups to Fortune 500 companies to help them understand the technology and develop innovative solutions to support their audiences. Nick has won numerous awards from Apple and organizations for productions and services.
303 Developing 360-Degree Learning Video Content
3:00 PM - 4:00 PM Wednesday, October 25
Jamaica AB
The value of virtual reality and 360-degree video content for L&D is quite promising, as the immersive nature of these technologies has the potential to make a major impact on learning and retention when used strategically. However, the actual development of VR and 360-degree video content can at first glance seem daunting, complicated, costly, and even out of reach to most learning organizations. But it doesn’t have to be that way.
In this session, you’ll learn more about implementing 360-degree video content in your own organization from a company that has been using this medium for some time: Samsung Electronics America. You’ll find out how Samsung Electronics America has been using 360-degree video in its own L&D content and how this has been effective. You’ll then explore the technical requirements and skill sets you need to produce and develop your own 360-degree video content. You’ll look in detail at the costs associated with implementing a 360-degree video program in your organization and even experience a live, hands-on demonstration of how to start producing this content yourself.
In this session, you will learn:
- How Samsung develops 360-degree videos for L&D
- What skills you need to begin creating 360-degree video content
- About the real costs of implementing a 360-degree video program in your organization
- How to produce 360-degree video content through a hands-on demo
Audience:
Novice to intermediate designers, developers, managers, directors,
and senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
Samsung Gear 360 camera, Gear VR, Galaxy S8,
Final Cut Pro, and Viar360.
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Steven Skiles
Senior Manager, Learning Technology & Multimedia Learning Production
Samsung Electronics America
Steven Skiles is a senior manager of learning technology and multimedia learning production at Samsung Electronics America. A thought leader with over 16 years of experience coaching and influencing business leaders, Steven has worked in financial services, cable broadcast television, and technology. His team at Samsung develops learning innovations including virtual reality learning strategy, multimedia production, and learning environments. Steven is a graduate of the University of California–San Diego and is also a music producer.
305 Cardboard: A Look Inside a Rapid VR Project
3:00 PM - 4:00 PM Wednesday, October 25
Antigua A
Virtual reality has been a hot topic in the L&D space recently. Its use in the field is growing, and you can now move past talking about it in theory and explore real examples of VR for training projects. You can see the real-world experience of a learning solution that incorporates VR, and find out what exactly you need to do to create a meaningful learning experience with it.
In this session, you’ll take an inside look at a VR project from idea to launch. You’ll learn how a team planned out this VR learning solution, what design and development processes they used, what obstacles they encountered, how they tested and implemented the final project, and what feedback they received. This behind-the-scenes look will give you insights on the lessons learned from this project, and on what you’ll need to think about as you start your own VR projects.
In this session, you will learn:
- About the components of a VR learning solution
- About the technical requirements for building a VR learning solution
- How to develop a visual, detailed design document for a VR learning solution
- About the team’s experiences and lessons learned from the planning, design, development, and implementation of a VR learning solution
Audience:
Novice to intermediate designers, developers, managers, directors,
and senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
Google Cardboard headsets, smartphones, 3-D graphics,
and VR environments.
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Ann Rollins
VP, Custom Solutions and Chief Solutions Architect
The Ken Blanchard Companies
Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.
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Myra Roldan
Program Manager, Technical Curriculum
Amazon Web Services
Myra is an L&D thought leader who brings a unique mix of technical, business, and adult education expertise to the game. She is a TEDx speaker, author, and technical designer who has won awards for her learning designs. Her superpower is her natural ability to make complex technical subjects easy to understand by breaking them down in a way that makes it easy to consume and move forward with action. She strives to evoke transformation by doing her part to decolonize technology. Myra works at Amazon and she has earned a Bachelor of Computer Science, MSEd, and an MBA.
313 Interactive Virtual Simulations to Improve Interpersonal Skills
3:00 PM - 4:00 PM Wednesday, October 25
Barbados AB
As the workplace becomes more virtual and distributed, soft skills training is more important than ever. Also, as artificial intelligence automates basic technical skills and work processes, many occupations increasingly require strong interpersonal skills for new roles and responsibilities. However, when it comes to soft skills, traditional online learning programs may do a good job teaching what to do, but they don’t always give opportunities for learners to apply how to do it, especially in “true to life” situations.
In this session, you’ll find out how virtual simulation can provide a safe practice space to learn from mistakes and improve day-to-day performance quickly. Though it once was used only in aviation and military sectors, virtual simulation is becoming a prominent and scalable tool in a multitude of sectors for different learning needs. You’ll look at why and how virtual simulation is currently being integrated into learning programs, and what strategies you’ll need to use this tool to improve and assess complex interpersonal skills.
In this session, you will learn:
- Where artificial intelligence stands today, and what it means for soft skills training
- Why virtual simulation is a necessary adult learning tool
- How virtual simulation for soft skills can be delivered at the scale and speed of business today
- Strategies to incorporate virtual simulations into current programs
- Strategies to measure results of a training program using simulation assessments
Audience:
Novice to intermediate designers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Virtual reality, scenario-based learning design, and artificial intelligence.![](/assets/images/speakers/large/4172.jpg)
Anna Strasshofer
Business Development Associate
Mursion
Anna Strasshofer is a business development associate at Mursion. She is a recent MBA graduate from the Rollins College Crummer Business School and leads projects on the market research and efficacy of simulation-based learning for multinational organizations. With a background in hospitality and restaurant management, Anna joined Mursion in 2017 because she believes that large organizations need better digital tools that give young professionals opportunities to learn from mistakes safely and become better leaders.
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Brentt Brown
Director of Business Strategy
Mursion
Brentt Brown is a director of business strategy at Mursion. He is responsible for helping the company expand its groundbreaking training platform to new verticals, secure partnerships to fund R&D efforts, and raise awareness about the power of virtual simulation for occupations that require complex interpersonal skills. Brentt has a master’s in public policy from the University of California–Berkeley, and has published numerous articles and research reports.
EMT106 Using Facebook Messenger Bots as Training Reinforcement Tools
3:15 PM - 4:00 PM Wednesday, October 25
Expo Hall: Emerging Tech Stage
Organizations can have serious technology infrastructure challenges when it comes to engaging learning groups in the ongoing conversation and reinforcement activities necessary for effective learning. Existing tools are often expensive and difficult to implement, and even if you get them implemented, it can be a struggle to get participants to engage with them.
Carrying on a conversation via Facebook Messenger is a great way to solve the post-training learner accessibility challenge, and Messenger bots are an easy, out-of-the-box solution to engage learners. In this session, you will learn how to set up and configure a Facebook page for your Messenger bot. You will explore how to design your reinforcement bot using the Mobile Coach authoring platform. You will learn how to manage the user experience via your bot and create reporting based on learner engagement to prove ROI. This session will include a fun, hands-on demo to experience what this solution feels like.
In this session, you will learn:
- About configuring a Facebook page for your Messenger bot
- How to leverage the Mobile Coach authoring platform
- Techniques to manage the user experience via your bot
- How to create reporting based on learner engagement to prove ROI
- How to communicate the value proposition to skeptical internal stakeholders
Audience:
Novice to advanced designers, developers, project managers,
managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
Facebook pages, Facebook Messenger, Microsoft Bot
Framework, and the Mobile Coach bot platform.
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Vince Han
CEO
Mobile Coach
Vince Han is the founder and CEO of Mobile Coach and a frequent speaker at conferences such as Training Conference, DevLearn, Learning Solutions, the Learning Conference, ATD ICE, ATD Techknowledge and others. He holds an MBA from the MIT Sloan School of Management. Vince is an industry thought- leader for learning and learning technology with an emphasis on artificial intelligence and chatbot technology. Vince has founded several successful technology companies and resides in Utah.
403 A Look Ahead: The Now and the Next of Learning and Technology
10:45 AM - 11:45 AM Thursday, October 26
Jamaica AB
Technology continues to advance rapidly, changing how we live and interact with the world around us. Today’s learning professionals face the challenge of staying ahead of this curve and tracking the technologies that are shaping the future of organizational learning, while at the same time recognizing technologies that may be more of a passing fad.
In this session, you will explore the changing face of the learning technology landscape. You will discuss the various technologies that have shifted the landscape of organizational learning. You will examine the common characteristics of these shifts so that you are better equipped to recognize which emerging technologies have the potential to disrupt organizational learning, as opposed to those that are just hype. You will leave this session better prepared to stay ahead of the evolving technology curve.
In this session, you will learn:
- How technology can disrupt organizational learning
- Which technologies are shaping the future
- The common characteristics shared by disruptive technologies
- Tips for staying ahead of the technology curve
Audience:
Novice to advanced designers, developers, senior developers, and managers.
Technology discussed in this session:
Various emerging technologies.
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David Kelly
Chairman
The Learning Guild
David Kelly is the Chairman of the Learning Guild. David has been a learning and performance consultant and training director for over 20 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community, and can frequently be found speaking at industry events. He has previously contributed to organizations including ATD, eLearn Magazine, LINGOs, and more.
405 Case Study: First Aid Simulations Using 360-Degree Video and VR
10:45 AM - 11:45 AM Thursday, October 26
Andros AB
Creating and distributing simulation-based training is challenging. Developing a script and storyboard that accurately replicates an authentic environment requires special considerations outside of more traditional mediums used for learning. Acquiring and coordinating talent, equipment, and development skills can take a significant amount of time and resources. With all these barriers, it’s no surprise that the intimidation factor discourages many organizations from developing their own 360-degree video assets, preventing an immersive training experience.
But creating 360-degree video is more feasible than you might expect. In this case study session, find out how St. John Ambulance was able to use 360-degree video with hotspots to create an immersive, interactive simulation that was widely accessible to users, and easier to design and develop than one might initially assume. You’ll find out about the trials and tribulations the team experienced around scripting, location preparation, filming, and editing a 360-degree video. You’ll then discover how they created interactivity by blending different filming techniques with embedded hotspots. Finally, you’ll look at how this kind of content can be distributed using a standard LMS, or by hosting it on YouTube or other 360-enabled video streaming sites.
In this session, you will learn:
- How to use an agile development model when creating 360-degree video
- About a tested pre-production strategy for scripting and creating 360-degree video content
- What makes a suitable 360-degree filming location
- Tips on the dos and don’ts of filming in 360 degrees
- How to reduce scope creep when creating a 360-degree interactive video
- Strategies for building interactivity into 360-degree video
Audience:
Novice to intermediate designers,
developers, and managers.
Technology
discussed in this session:
Articulate Storyline and 360-degree video.
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Stevan Anas
Electronic Pedagogy and Information Consultant
St. John Ambulance
Stevan Anas is an electronic pedagogy and information consultant with St. John Ambulance. As the lead interactivity designer for St. John Ambulance BC Council, Stevan was elated when he learned he would be the project manager for a 360-degree mass casualty simulation. He had a game design background and experience in creating multi-linear safety training, but was a novice to filming in 360 degrees. This provided a unique opportunity that challenged Stevan’s preconceptions of scripting, planning, and filming in 360 degrees. With extensive experience in quality assurance testing, he overcame obstacles to help this first-of-its-kind project succeed.
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Kurt Tiltack
Managing Partner
Pathways Training and eLearning
Kurt Tiltack is the managing partner of Pathways Training and eLearning. He has held senior positions in many large private organizations and has nearly 20 years of experience leading large-scale corporate training and change initiatives. He holds an MBA and bachelor’s degrees in education and political science. Kurt is also a faculty member of Ryerson University’s Workplace Communication in Canada program. He regularly facilitates courses in leadership, management, employee engagement, and change management training for Canadian business professionals. Kurt has worked with many notable clients, including BMW, Mercedes-Benz, Infiniti, Subaru, TD Bank, VW/Audi, JD Power and Associates, CGI, and LinkedIn.
EMT202 The Reality of Creating VR-Based Learning
11:00 AM - 11:45 AM Thursday, October 26
Expo Hall: Emerging Tech Stage
What’s the reality of building virtual reality? The increasing accessibility of VR technology holds powerful promise for learning, but it demands a new approach to creation and construction. VR can deliver uniquely immersive and experiential education, but applied use cases are in their early stages. What new techniques for creation and implementation can you adopt from successful VR learning experiences?
After this session, you will be able to identify VR use case potential: where and how you can best leverage VR learning in a blended environment, especially for quick-win situations where time and budget are limited. You’ll learn about a new creation process for conceptualizing, designing, collaborating on, and developing VR learning solutions. You’ll explore the pitfalls and setbacks that can thwart successful VR solutions, and learn strategic ways to circumvent them. Finally, you will examine an actual case study where this approach was implemented successfully.
In this session, you will learn:
- How to identify ideal use cases for virtual reality learning solutions
- A process for creating VR learning solutions from conceptualization to development
- About the factors that can thwart your VR solution, and how to avoid them
Audience:
Novice to intermediate designers, developers, project managers, and
managers who are aware of virtual reality and agile methods and proficient in
instructional design.
Technology
discussed in this session:
Virtual reality, VR development, Unity, video
editing and production, 3-D rendering tools, KanbanFlow, and VR headsets (e.g.,
HooToo and Google Cardboard).
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Vidya Krishnan
Head of Competence & Capability Consulting and Education
Ericsson
Vidya Krishnan is the head of competence and capability consulting and education for Ericsson North America. She has responsibility and a deep passion for transforming how Ericsson creates capability for its customers and their workforces. Vidya has over 20 years of experience in the telecom and IT industry, spanning AT&T, Nortel, and Ericsson. She holds a BS degree from Princeton and an MS degree from Stanford in electrical engineering, with a specialization in sustainability. She and her team are dedicated to transforming how, where, and when effective learning takes place in a networked society.
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Ryan Moore
Virtual Reality and Media Specialist
Ericsson
Ryan Moore is a learning development and media specialist at Ericsson. He is responsible for developing content for next-generation training programs on technology such as virtual reality, augmented reality, serious games, and mobile applications. He also works closely with video editing, audio editing, and digital motion graphics. Ryan has a bachelor of science degree from Minnesota State University–Moorhead in graphic communications, and a master of interactive technology degree from Southern Methodist University.
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Sasha Almanza
Project Manager
Ericsson
Sasha Almanza is a project manager and business consultant at Ericsson, where he oversees the execution of some of the most prominent development projects. Sasha led and executed custom courseware projects that resulted in the successful upgrade and integration of a major client’s 4G nationwide network. In addition to helping create, implement, and revise the department’s web-based learning solutions standards and best practices, Sasha has also served as the training team lead for T-Mobile USA’s Uprising, one of Ericsson’s largest BSS implementation projects worldwide.
503 How VR Changes Learning
1:15 PM - 2:15 PM Thursday, October 26
St Croix B
Companies are always looking for innovative methods to convey training content. Particularly in professional roles where training is costly, complicated, or even dangerous, there is a strong need for technology-enabled training that’s easily repeatable and cost-effective. Scalability is just part of the puzzle—content also needs to be designed for accuracy, immersion, and efficacy so that trainers can provide impactful training experiences with high fidelity to the actual task.
This session will explore the potential of virtual reality (VR) to facilitate interactive, inquiry-based learning and training. Through the lens of Filament’s VR research, development, and ongoing dialogue with leading VR manufacturers like HTC, Oculus, and Google, you will see how VR can engage users in professional practice training through identity, embodiment, and immersion. You’ll learn how the technological capabilities of VR can be applied to organizations’ educational missions, delivering transformative experiences that create lasting results.
In this session, you will learn:
- About the advantages of learning through VR in terms of identity, embodiment, and immersion
- About the impact VR will have on the corporate training sector
- About the challenges of implementing VR in a corporate training setting
- About game design strategies to facilitate deeper learning through VR
Audience:
Novice to advanced designers, developers, and project managers.
Technology
discussed in this session:
Unity
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Dan White
CEO
Filament Games
Dan White, the CEO of Filament Games, wants learning to be associated with meaning and inspiration rather than accountability and drudgery. Accordingly, he believes that learning should be highly interactive and that game-based learning, like project- and inquiry-based learning, is a best practice in the field of education. An alumnus of Cornell University and the University of Wisconsin–Madison, Dan has two primary passions: making outstanding learning games and building sustainable businesses.
515 BYOL: Teaching Machines—Personalized Learning Using Artificial Intelligence
1:15 PM - 2:15 PM Thursday, October 26
Montego C
The delivery of personalized online training has yet to match the advantages of individual instructor-led training. Most online learning approaches lack the dynamism and customization they need for a learning experience tailored to individuals. Currently, online learning methods rely on adaptive content delivery that falls short of delivering a unique teaching experience. There is a need for a new generation of teaching machines that actually learn from students using artificial intelligence.
In this session, you will learn how to deliver customized online learning using artificial intelligence, and more specifically, deep machine learning. Accordingly, the session will go beyond the traditional adaptive learning process, which uses modular content that is delivered based on reinforcements and assessments. In this approach, participants will interact with a commercial learning management system (LMS), such as Blackboard, that uses deep machine learning to deliver a tailored online learning experience. Thus, participants will have the opportunity to interact with an approach to a new generation of teaching machines that use deep machine learning to learn from students.
In this session, you will learn:
- How to develop teaching machines that uses deep machine learning to train students
- How to develop an online learning repository
- How to integrate a commercial LMS with teaching machines
- How to use commercial content-authoring tools with teaching machines
Audience:
Intermediate to advanced project managers, managers, directors,
and senior leaders (VP, CLO, executive, etc.). Participants should be familiar
with the use of a learning management system, such as Adobe Connect,
Blackboard, Canvas, or Angel; and with authoring tools such as Adobe Captivate,
Articulate Storyline, or TechSmith Camtasia.
Technology
discussed in this session:
Blackboard, cloud-based, deep machine learning.
Participant
technology requirements:
Participants will use their laptops to explore an online learning
model that uses deep machine learning.
Jose Mendoza
Assistant Professor
Sacred Heart University
Jose Mendoza is an assistant professor of marketing in the Jack Welch College of Business at Sacred Heart University. Jose has more than 20 years of experience managing marketing programs around the world, including Africa, Asia, the Americas, and Europe. His experience encompasses the spirits industry—managing such brands as Stolichnaya and Absolut vodkas and Malibu Rum and Kahlua liqueurs—as well as IT, banking, and soft drinks. He is a member of several global marketing organizations, including ESOMAR, Academy of Marketing Science, Marketing Science Institute, American Marketing Association, and Academy of Management. Jose holds a doctorate in business administration.
EMT204 Case Study: Training Aerial Work Platform Operators Virtually
1:15 PM - 2:00 PM Thursday, October 26
Expo Hall: Emerging Tech Stage
Aerial work platforms provide access so people can work safely at high heights. You see these machines everywhere, and the operators are everywhere. Companies need skilled operators to ensure the machines are used safely. But learning how to operate the machines on the job site can put people at risk, both in the machine and on the ground.
JLG Industries solved this problem using virtual machines that operate in a virtual environment. In this session, you will learn how the team at JLG applied virtual reality technology to provide learning and practice opportunities in a perfectly safe virtual environment. You will learn about the business benefits of their approach, and explore ways you can leverage game theory and mechanics to increase engagement in a VR learning solution. You will examine, through JLG’s example, how VR can change the way training is delivered in an organization.
In this session, you will learn:
- How VR can change the delivery of training
- About some of the newest VR technologies available today
- How VR can minimize travel requirements for trainers and participants
- How VR training can be made into a game
Audience:
Novice to advanced designers, developers, project managers,
managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed
in this session:
Virtual reality immersive equipment trainer
simulator, real-world controls integration with hand-tracking technology, and networked
multiplayer VR with virtual instructors.
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Rick Smith
Senior Director, Product Training
JLG Industries
Rick Smith is the senior director of product training for JLG Industries. He is responsible for the company’s training group in McConnellsburg, PA, which handles all of JLG’s product training globally. Rick holds an MS degree in instructional and performance technology from Boise State University.
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Janee Molchan
Multimedia Developer
JLG
Janee Molchan is a multimedia developer at JLG Industries. As part of the training department, Janee is responsible for developing multimedia projects and video production to complement JLG’s training programs. She uses creative and technical knowledge to design engaging content for the end user. Additionally, she performs research and develops methods for incorporating new technologies into JLG’s training initiatives. Janee’s professional background is in multimedia design and audio engineering. She completed formal education at Bradley Academy for the Visual Arts and Sheffield Institute for the Recording Arts, and she holds a BA in graphic design and media arts from Southern New Hampshire University.
LRV205 The Future of Learning Systems
2:15 PM - 3:00 PM Thursday, October 26
Expo Hall: Learning Revolution Stage
What does the future look like for learning systems? There is no question that we are in the midst of a revolution in learning systems. Whether it is the big vendors making dramatic changes to their products or new startups that are disrupting the industry, tools are changing. How can you be sure you have the right tools to impact the future of your business?
In this interactive session, you will join Chris Bond as he provides an overview of the industry, the future, and research on what is working and what is not working with learning systems.
In this session, you will learn:
- Where the learning systems industry is headed
- The impact on you as a learning leader
- How to begin building a plan for your learning ecosystem
- What is working today
Audience:
Intermediate developers, project managers, managers, directors, senior leaders, LMS and talent system administrators, learning business owners, and vendors.
Technology discussed in this session:
Learning management systems (LMS), talent management systems (TMS), learning content management systems (LCMS), human capital management systems (HCMS), content management systems, learning delivery platforms, learner engagement platforms, Cornerstone, SumTotal, Saba, SuccessFactors, Pathgather, Degreed, EdCast, Docebo, Xprtise, Totara, and Skillsoft.
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Chris Bond
CEO
Bluewater Learning
Chris Bond, CEO of Bluewater, has been transforming the learning and talent management field for over 20 years through his leadership, articles, speaking engagements, and consulting. Leveraging Chris' insights into the long-term value of learning and talent investments and the impact of ensuring business alignment with the learning and talent processes, Bluewater has helped hundreds of companies identify and solve talent gaps, recognizing that licenses alone do not solve business problems. Chris launched Bluewater in 2003. He has been the guiding hand in Bluewater's recognized ability to instill confidence, supply creative solutions, and deliver measurable business results to its clients.
616 BYOL: Engaging Tech—Getting Started with Augmented Reality
3:00 PM - 4:00 PM Thursday, October 26
Montego DE
Finding ways to make learning “stick” with technology is always a challenge. Augmented reality (AR) is one of those “make it stick” technology options available for education and training. However, AR can seem overwhelming, expensive, time-consuming, and difficult to use in everyday learning development. It’s these assumptions that can cause designers and developers to overlook the potential this technology holds for their learners, which is a shame, as AR is becoming simpler and cheaper than ever to create.
In this session, you’ll explore just how easy it can be to get started with augmented reality. You’ll be introduced to free development tools that you can use to create original AR content. You’ll then use a selection of these tools to immediately create your own AR project that you can share with your colleagues as a proof of concept. You’ll leave this session with the practical knowledge you’ll need to plan, build, and share engaging AR projects for learning.
In this session, you will learn:
- How to plan out successful AR elements for use in your projects
- About the necessary components of a successful AR project
- How to design your own AR project with free development tools
- How you can use interactions and multimedia assets to enhance an AR project
- How to publish your AR design
Audience:
Novice to intermediate designers and developers.
Technology
discussed in this session:
Aurasma, Entiti, and mobile devices.
Participant
technology requirements:
A mobile device (iOS or Android) and a laptop.
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Destery Hildenbrand
XR Solution Architect
Intellezy
Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.
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Mark Banit
Senior Manager, Design
Royal Bank of Canada
Mark Banit is a senior manager of design at the Royal Bank of Canada (RBC). With a background in multimedia design, Mark has been creating engaging digital learning experiences for over 15 years. Prior to moving into corporate learning and development, he spent 10 years working in the higher education sector creating interactive online learning, providing consulting, and training other developers. At RBC, Mark manages the design and development of effective learning strategies and solutions deployed throughout the organization.
703 Understanding the Virtual Reality Development Workflow
8:30 AM - 9:30 AM Friday, October 27
Trinidad AB
Virtual reality has matured into a technology that you can incorporate into eLearning components. As with any newly developed technology or process, eLearning developers may have difficulty identifying the hardware, software, and other resources they need to create eLearning in a virtual environment.
In this session, you will learn about the hardware, software, and online resources you can use to create VR environments. Learn about the workflow involved from start to final product, including creating and finding free assets, characters, and animations. You will explore 3-D modeling software, game engines, and animation websites while learning about the different file formats that will come together in a final project. You will take a look at commercial software and freeware to begin designing VR and 3-D learning environments. After this session, you will have the resources to start exploring the world of VR design.
In this session, you will learn:
- About different VR hardware for delivering the final product
- About different software for creating VR and 3-D environments
- Where to find tutorials to begin the creation process
- About computer specifications needed to run VR environments
Audience:
Novice to intermediate designers, developers, and project
managers.
Technology
discussed in this session:
Unity and Unreal game engines, Maya, Blender, Adobe
Captivate, Articulate Storyline 2, Mixamo, Carnegie Mellon animation database,
HTC Vive VR system, and JavaScript/C#/C++ scripts.
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Keith Sensing
Training Specialist
American Homes 4 Rent
Keith Sensing is a training specialist at American Homes 4 Rent. He has been involved in multimedia design and the education industry for over 20 years. Keith has developed eLearning and multimedia and lectured for organizations including SAE Institute, the International Academy of Film and Television, the Audio Engineering Society, and Learning A-Z.
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Antonio Montano
Learning Partner (Media Design)
MGM Resorts International
Antonio Montano is a learning partner (media design) at MGM Resorts International. He is a creative, highly motivated artist skill-equipped in digital illustration, 3-D design, and traditional media, and his current role is in creative design consulting for training and development. Antonio works alongside a diverse team of facilitators and curriculum designers to create guidebooks, training collateral, visual presentations, and advertisements.
705 Cloud-Based Speech APIs for Spoken-Word Evaluation
8:30 AM - 9:30 AM Friday, October 27
Montego B
Imagine that you could simulate a customer call where your learner participates in a verbal conversation with a (pre-recorded) customer, rather than typing a response. Or that your learners could speak their responses to mobile devices rather than slowly tapping on a small software keyboard. You could then listen to and evaluate spoken responses, convert speech to text, and search for keywords and react to them.
In this session, you will be introduced to the latest cloud-based speech APIs and explore how to incorporate them into your courses. You will get an overview of the server-side code needed to bridge the connection between your course and APIs. You’ll walk through the JavaScript code needed to send audio to the server and evaluate the text response. And you’ll play with a live voice-enabled mini-course.
In this session, you will learn:
- About the Google Cloud Speech API
- How to capture the learner’s voice
- How to evaluate the text returned from the API
- How to update your course (in Articulate Storyline or Adobe Captivate) with the results
Audience:
Intermediate to advanced designers, developers, and senior leaders
(VP, CLO, executive, etc.). An understanding of JavaScript is helpful.
Technology
discussed in this session:
Cloud-based speech APIs; MEAN server using Node.js to bridge the
connection between the course and API; Adobe Captivate and Articulate Storyline.
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James Kingsley
Senior Director Product Development
ELB Learning
James Kingsley, with a rich tenure of over 15 years in the eLearning domain, has always had a penchant for morphing tools and applications to achieve beyond their initial capacity. His recent venture, MicroBuilder, is a testament to his innovative prowess. Developed at ELB Learning, MicroBuilder is conceived to equip eLearning developers with a streamlined pathway to craft MicroLearning modules. His expertise stretches across a wide technical spectrum including Node.js, Vue, Mongo, with particular adeptness in integrating APIs, xAPI, SCORM, and extending the capabilities of existing tools. Besides being a seasoned coder, James has an eye for identifying and molding viable eLearning solutions, making significant strides in web, mobile, and desktop-specific realms. His relentless pursuit of refining and evolving eLearning solutions continues to mark a substantial footprint in the industry.
803 Learning and Development in the Internet of Things
10:00 AM - 11:00 AM Friday, October 27
Martinique AB
For the past 30 years, L&D professionals have done everything they can to stuff the entire world into a computer screen. Building the perfect virtual environment for learners has been the “holy grail” for years and is still elusive. One wrong turn, and you’re leaving the Matrix and running straight into the uncanny valley! So why not use the real world already all around you?
What options are available? From talking to your students with Alexa to taking advantage of the smorgasbord of sensors available on smartphones, there are many to choose from. But they all come at a cost: costs like security, ease of use, and, obviously, financial costs. And the Internet of Things isn’t always the right answer. In this session, you will navigate the minefield that can be the IoT. You’ll look at how to assess the needs, the options, and the best ways to provide your learners the immersive learning environments they want.
In this session, you will learn:
- What the Internet of Things is
- How the IoT can help you create more immersive environments
- About IoT options that are available today
- How to assess whether IoT options will work for you
Audience:
Novice to intermediate designers, developers, project managers,
managers, and directors.
Technology
discussed in this session:
Internet of Things application programming
interface (API), Internet security, Amazon Alexa, Google Home, Particle Photon,
Arduino, Raspberry Pi, programming in general, Bluetooth, and Wi-Fi.
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Anthony Altieri
IDIoT in Chief/xAPI Evangelist
Omnes Solutions
Anthony Altieri is the IDIoT in Chief (instructional developer for the Internet of Things) and founder of Omnes Solutions, as well as an xAPI evangelist, authoring a course on xAPI Foundations for LinkedIn Learning. Anthony has worked on multiple projects implementing global LMS systems. He is a maker, focusing on user analytics and bringing the virtual learning world and the real world together through the use of Bluetooth beacons and other IoT devices using xAPI. Anthony has lectured to audiences on topics ranging from the spread of HIV to network security, content development, why it’s important to learn to code, and, of course, xAPI.
816 BYOL: Building Your 1st L&D Chatbot
10:00 AM - 11:00 AM Friday, October 27
Montego DE
Over the past few months and years, you’ve been hearing about the impact that artificial intelligence will have on daily life and work. Today, robots are replacing humans for certain jobs, there’s lots of buzz around deep learning, and people can talk to chatbots. But what is AI, and how will it affect learning and development? How can you start experimenting with AI and the possibilities of chatbots for learning?
This session will provide a short introduction to AI and the good practices that are already being established in L&D. You’ll start by setting up your very own chatbot environment; then you’ll define the purpose of your chatbot and start writing your first scenarios. Once you’ve done that, you will select an application and learn how to integrate your chatbot into the app (Messenger, Slack, etc.). One thing is certain: You’ll get to know the possibilities of AI and how to use it in your own organization, starting with your own L&D chatbot!
In this session, you will learn:
- About the basics of artificial intelligence
- About the possibilities of AI for L&D
- About the possibilities of chatbots
- How to create your own chatbot
- How to integrate your chatbot into a platform of your choice
Audience:
Novice designers and developers.
Technology
discussed in this session:
Chatfuel, Flow XO, IBM Watson, Slack, Facebook Messenger, and Twilio.
Participant
technology requirements:
Laptop; having a free Flow XO account is helpful
but not required.
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Mathias Vermeulen
Founder
Winston Wolfe
Mathias Vermeulen, the owner of Winston Wolfe Innovative HR Solutions, has an eight-year track record in L&D and HR management. He received Belgian Learning & Development Awards in 2010 & 2011 and a nomination for 2013. Topics for the 2011 & 2013 awards were in the game-based learning and gamification domain.