Mobile Games Video
Mobile Games Video
Mobile Games Video
Mobile Games Video

104 If IT Builds It, Will They Come?

10:45 AM - 11:45 AM Tuesday, June 20

Marina 1

Your company may have implemented a mobile BYOD solution, but that doesn’t mean you can automatically use those devices for mobile learning. In order to implement mobile learning on a large scale, you’re going to need to partner with your IT department.

In this session, you will learn from one organization’s experience partnering with IT on a BYOD mobile learning strategy. You will explore the struggles, successes, and what still needs to be done to implement mobile learning on a global scale. By attending this session, you will learn what to expect when partnering with IT, and you’ll walk away with tips that will prepare you to launch your next mobile learning project.

In this session, you will learn:

  • How to identify the questions you need to ask your IT department
  • How to determine what questions you need to answer for IT
  • About a basic framework to begin your journey supporting mobile devices
  • How to effectively interact with IT as a partner, not a customer

Audience:
Novice to advanced designers, developers, project managers, and managers.

Technology discussed in this session:
Mobile device management (MDM), BYOD environments, Adobe Captivate, and TechSmith Camtasia.

Andy DeCuir

IT Training Analyst

Micron Technology

Andy DeCuir, an information-technology (IT) training analyst with Micron Technology, has been in the learning and development profession for 22 years, with nearly 20 years' experience working within corporate IT departments. He has a broad range of experience in providing instructional design, online course development, instruction, and training for information systems, customer support, and human resource environments. Andy has been involved in multiple implementations of systems, including eLearning implementations at two different companies. He is an active member of The eLearning Guild, was on the team awarded Best Training Design in 2000 from the New Orleans Chapter of ASTD, was a judge for the 2006 Brandon Hall Excellence in Learning Awards, and has presented at multiple industry conferences.

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107 Project Management for Video Production

10:45 AM - 11:45 AM Tuesday, June 20

Marina 2

Producing videos can be a complex endeavor for learning professionals attempting to bring their courses to life. By incorporating appropriate project management principles, instructional designers can create a smooth process for video production and avoid having to reshoot critical footage they need for a course.

In this session, you will learn the questions you need to ask before creating a video production timeline. You will learn from examples of challenges that might come up that can affect production schedules or video quality. You will discover how to set up dependencies to create a time estimate for production. You will leave this session with tips and tricks for managing the review and editing process as well as implementing a QA schedule.

In this session, you will learn:

  • About challenges that can affect production schedules or video quality
  • How to set up dependencies to create a time estimate for production
  • Some tips and tricks for managing the review and editing process
  • How to implement a QA schedule
  • About the people and types of technology needed to create quality video

Audience:
Novice designers, developers, project managers, and managers.

Technology discussed in this session:
Project management platforms Wrike and Smartsheet, as well as other platforms that might be similar. Frame.io for preview and approval. Adobe Premiere, Adobe After Effects, and Telestream ScreenFlow depending on production timelines.

Rachel Moss Ellsworth

Sr. Learning and Development Specialist

Daymon Interactions

Rachel Moss Ellsworth is a senior learning and development specialist at Daymon Interactions, a global leader in building successful brands and delivering high-impact experiential consumer marketing and in-store services. Rachel earned her bachelor’s degree in English from the University of California–Santa Barbara and her master’s degree in educational technology from San Diego State University. She is currently completing her dissertation in the educational technology doctoral program through the University of Florida.

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112 Does Gamification Work? Assessing Results Through Data and User Testing

10:45 AM - 11:45 AM Tuesday, June 20

Marina 6

It’s not unusual to find gamification elements in software applications across nearly every industry, but only a fraction of these platforms prove to have significant impact on performance. While individual gamification elements may increase engagement and enhance performance, they often are not designed with the user in mind, and there are not enough analytics integrated into the process to assess effectiveness.

In this case study session, you will explore the design process of an award-winning gamification product at Sears Holdings. You will discover how a team designed this project using continuous prototyping and constant engagement with its intended users. You will explore how the team continuously leveraged user-generated data to optimize the gamification experience. You will walk through the entire business case and understand the business problem that the gamification product was designed to solve, and the specific framework the team used in order to ensure the product would impact associate performance.

In this session, you will learn:

  • About a prototyping framework to help you ensure gamification is properly implemented in your learning and performance management tools
  • How to leverage user testing methods to ensure gamification is effective
  • A better understanding of how gamification analytics is done at SHC
  • Lessons from a real business case that leveraged gamification to solve a crucial business problem

Audience:
Novice to intermediate designers, developers, project managers, managers, and directors.

Meir Kornfeld

Director, Product Innovation and Business Intelligence

Sears Holdings Corporation

Meir Kornfeld is the director of product innovation and business intelligence at Sears Holdings Corporation (SHC). Meir, who holds an MBA from Duke University, joined SHC in 2014 as part of the MBA senior leadership program. In his first role in ILP, he managed Segno Reputation, an award-winning gamified performance management tool used in SHC’s call centers and retail stores. Today, Meir leads ILP’s Segno product suite, which includes innovative products that facilitate the learning and performance experience of more than 150,000 associates across the company. Additionally, he leads SHC's talent analytics team, which focuses on reporting solutions and in-depth analytics around learning and performance.

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IE102 Mobile: The Key Enabler of Modern Blended Learning

11:00 AM - 11:45 AM Tuesday, June 20

Expo Hall: Interactive Experiences Stage

Mobile devices are ubiquitous and now an essential tool in everyone’s pocket or purse. But are these devices truly helpful, or are they more of a hindrance to how people connect, communicate, and collaborate with peers, teams, and organizations?

In this session, you will learn about several proven approaches to introducing and managing mobile devices as a significant part of today’s modern blended learning environment. You’ll explore how best to use PDFs and EPUBs as support for learning on the go; the best approaches to surveying and using interactive whiteboards to promote greater collaborative learning; and how you can use both video and game mechanics to help spur increased mobile usage.

In this session, you will learn:

  • How to leverage mobile for pre-work before a scheduled ILT class
  • How to use digital documents (PDFs, EPUBs) to replace traditional support materials
  • How to increase content consumption before, during, and after a blended curriculum
  • How to incorporate video and game mechanics to drive mobile usage
  • How launching surveys, polls, and interactive whiteboards can increase collaboration

Audience:
Novice to advanced designers and developers.

Technology discussed in this session:
PDFs, EPUBs, survey tools, and virtual whiteboards.

Robert Gadd

President

OnPoint Digital

Robert Gadd is president of OnPoint Digital and responsible for the company’s vision and strategy. OnPoint’s online and mobile-enabled offerings support more than one million workers and include innovative methods for content authoring, conversion, and delivery extended with social interactions, gamification, and enterprise-grade security for workers on their device or platform of choice. Prior to OnPoint, Robert spent 10 years as CTO of Datatec Systems and president/CTO of spin-off eDeploy.com. He is a frequent speaker on learning solutions—including mobile, informal learning, xAPI, and gamification—at national and international T&D conferences.

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MM102 Understanding the Terminology and Scope of Mobile Learning

11:00 AM - 11:45 AM Tuesday, June 20

Expo Hall: Mobile & Media Stage

The mobile learning landscape is continually growing and shifting. As intimidating as those changes may be, organizations must be prepared to formulate and execute strategies to harness this growing technology. An understanding of the various devices, the appropriate content, the impact of mobile on traditional training and development, and how to make a business case for mobile in your organization are of key importance in navigating today’s mobile learning landscape.

In this session, you will explore the mobile learning landscape. You will discuss the various types of mobile devices and how these affect your training approach. Additionally, you will explore optimal content types for mobile learning, and the connected discussion around mobile design approaches and the differences from traditional instructional design. Finally, you will help build the business case for mobile in your organization—the “why” of mLearning today!

In this session, you will learn:

  • About the various types of mobile devices and how the differences affect your training approach
  • Which types of content are optimal for mobile deployment
  • How to make the business case for mobile, and why you should incorporate mobile into your organization’s strategy
  • Approaches to mobile design, and how it may differ from your typical design process
  • Ideal approaches to mobile development using tools you likely already have
  • Common examples of mobile deployment and security

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Mobile devices such as smartphones, tablets, and laptops.

Sarah Mercier

CEO & Strategic Consultant

Build Capable

Sarah Mercier, CEO and strategic consultant at Build Capable, specializes in instructional strategy and learning technology. Sarah is known for translating highly technical concepts and research to real-world practice. She is an international facilitator for the Association for Talent Development and Greater Atlanta ATD Past President. Her innovative learning solutions have been recognized by winning industry awards, such as Best of Show at FocusOn Learning DemoFest for xAPI for Interactive eBooks, and Best Performance Support Solution at DevLearn DemoFest for Critical Success Factors training and assessment tool. Sarah is a frequent speaker at industry conferences and business events on topics such as instructional design and development, accessibility, data strategy, and learning ecosystems. Her work has been published in ATD’s 2020 Trends in Learning Technology, The Book of Road-Tested Activities, TD Magazine, Learning Solutions Magazine, CLO Magazine, and a variety of other training and workforce publications.

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MM103 Microlearning: A Closer Look

12:00 PM - 12:45 PM Tuesday, June 20

Expo Hall: Mobile & Media Stage

Today’s learners want short, focused, and bite-sized chunks of content in easy-to-consume learning modules. While microlearning is not a new concept, it is better understood and implemented these days. Join this session for a closer look at microlearning and why it should be part of your eLearning strategy. The discussion will unpack what microlearning really means and what to look for in a microlearning platform. You’ll also learn why mobile plays such an important part in microlearning—and some dos and don’ts of mobile deployment. Discover the challenges facing today’s learners, and find out how microlearning can overcome them.

Thom Tate

Business Development Manager of North America

gomo

Thom Tate is a business development manager of North America at gomo. He has over 20 years of corporate training experience as a technical trainer and senior sales engineer. Prior to joining gomo, he held leadership positions at Atlantic Link, Kaplan Learning Technologies, and Amdocs.

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207 Immersive Learning and the Future of Workplace Learning

1:00 PM - 2:00 PM Tuesday, June 20

Nautilus 2

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:

  • About best practices to ensure a successful approach to corporate training and workplace learning
  • How to ensure employees stay ahead of the curve with training
  • About best practices to ensure that you are equipped to approach future learners and generations entering the workforce

Audience:
Novice to intermediate designers, developers, project managers, and managers.

Technology discussed in this session:
Leap Motion, Microsoft Kinect, Oculus Rift, Google Glass, Mozilla Open Badges, and Pokemon Go.

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.

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209 Overcoming Barriers to Games for Learning - hosted by Brandon Hall, PhD

1:00 PM - 2:00 PM Tuesday, June 20

Nautilus 4

Games and gamification are new ideas to many organizations. Executives may perceive games for learning as child’s play, or may struggle to understand how they’re different from the scenario-based learning you already have. Furthermore, some see gamification as an artificial reward system that will have no long-term benefits.

Moving your organization forward with new approaches to learning and development can be challenging—especially when the new approaches involve nontraditional ideas or technologies. Join our panel of experts as they discuss how you can overcome the most common barriers to games and gamification and ramp up your organization’s performance.

Koreen Pagano

Founder & CEO

Isanno, Inc.

Koreen Pagano, founder and CEO of Isanno, Inc., is a globally recognized product leader with deep expertise in learning technologies, skills strategy, AI, analytics, and immersive technologies. Koreen has held product leadership roles building go-to-market strategies and technology and content products for learning, skills, and talent markets at Lynda.com, LinkedIn, D2L, Degreed, and Wiley. Koreen previously founded Tandem Learning in 2008, where she pioneered immersive learning through virtual worlds, games, and simulations. She has taught graduate courses at Harrisburg University and provided advisory and consulting services to emerging tech companies in the VR and education markets. Koreen is a seasoned international speaker and author of the book Immersive Learning.

Kami Hanson

Senior Manager, Learning Program Office

Sears Holdings Corporation

Kami Hanson is a senior manager of the Learning Program Office for Home Services at Sears Holdings Corporation (SHC). She graduated from Utah State University with her doctorate in instructional technology and learning sciences. Kami joined SHC in 2014 and has led a learning transformation impacting over 175,000 associates. She has worked collaboratively with the Innovations team to design the learner engagement model and game economy for an open-learning, gamified learning management system. She has been in the field of adult learning for over 15 years, having worked in academia, the financial industry, retail, and now, home services.

Tara Aiken

Senior Manager, L&D Strategy and Operations

Target

Tara Aiken is the senior manager of L&D strategy and operations for Target. Tara, who was previously in charge of instructional design and media at Life Time Fitness and instructional design for C.H. Robinson, has developed and implemented strategies for instructional technologies and design for experienced design teams and teams of subject matter expert instructional designers.

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F01 Unlocking Business Outcomes with Augmented Reality

1:00 PM - 2:00 PM Tuesday, June 20

Harbor Island Ballroom

There’s no doubt that augmented reality (AR) is a very popular technology right now. Most of the applications making headlines are focused on entertainment, such as games, video and movies, and other “time wasters.” What are organizations to make of the potential of AR for business in the face of growing consumer use and interest?

There are many considerations in using augmented reality for your business. When done well, the technology can be impactful, cost-effective, and groundbreaking. In this session, you will explore some of the strongest use cases for augmented reality in the workplace, and you’ll learn how to measure these experiences’ effectiveness for real-world business outcomes.

In this session, you will learn:

  • When augmented reality will help you the most
  • About the value of augmented reality in business
  • How to maximize AR’s effect for your organization

Audience:
Novice to intermediate designers, developers, project managers, and managers.

Technology discussed in this session:
Augmented reality.

 
 

Chad Udell

Chief Strategy Officer

Float and SparkLearn

Chad Udell is the award-winning managing partner, strategy and new product development, at Float and SparkLearn. He has worked with Fortune 500 companies and government agencies to create experiences for 20 years. Chad is an expert in mobile design and development, and speaks at events on related topics. He is author of Learning Everywhere: How Mobile Content Strategies Are Transforming Training and co-editor/author, with Gary Woodill, of Mastering Mobile Learning: Tips and Techniques for Success and Shock of the New.

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IE105 The Future Is Now: Using Virtual and Augmented Reality to Train Your Employees

2:00 PM - 2:45 PM Tuesday, June 20

Expo Hall: Interactive Experiences Stage

How do you implement virtual reality–based training in an organization without breaking the bank? This session will provide a practical guide to implementing virtual reality, mixed reality, and game-based training solutions, and will bust some common myths about hot new technologies like VR and AR. The session will demonstrate impactful, interactive, gamified learning simulations from around the world and show you how to integrate these tools into your training in a cost-effective, practical, and powerful manner.

Sid Banerjee

CEO

Indusgeeks

Siddharth Banerjee, the CEO of Indusgeeks, is an entrepreneur and thought leader in the field of applied gaming and virtual reality. Sid’s pioneering work has positioned Indusgeeks among the world leaders in game-based and virtual reality training. The company has received multiple awards and was most recently honored with a Brandon Hall Gold Award for best use of games and simulations for learning. Sid is a founding board member of NASSCOM’s Applied Gaming Special Interest Group (SIG), working with governments and the gaming industry worldwide to formulate key policies transforming the applied gaming ecosystem.

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303 How to Balance Mobile Learning and Your Company’s Phone Policies

2:30 PM - 3:30 PM Tuesday, June 20

Spinnaker 1

Many organizations are eager to utilize mobile learning to meet the needs of an increasingly mobile workforce who may not have access to desktops yet all have mobile devices. However, stringent corporate policy concerning mobile phones often makes this tricky. The more organizations understand the dynamics of legal, corporate, and security-based issues, the more equipped they will be to make a compelling business case for mobile learning.

In this session, you will examine how to launch a mobile strategy that works within your organization’s phone policy constraints. You will explore mobile phone statistics and trends in the workplace. You will learn about the common legal and policy constraints for non-exempt employees and explore security concerns for conducting work-related business on a personal mobile device. You will leave this session able to conduct a mobile learning risk assessment to help you diagnose the level of risk you will face when making a business case for mobile learning.

In this session, you will learn:

  • About the legal and security constraints that often inform corporate mobile phone usage policies
  • How to assess the risk for mobile learning use cases for your organization
  • About best practices for implementing mobile learning based on your organization’s risk profile
  • About future trends that will shape mobile phone policy
  • About success stories from other organizations that have navigated these issues

Audience:
Novice to advanced designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Mobile phone carrier plans, apps, mobile-optimized websites, and messaging.

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.

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305 Going Mobile for Induction and Onboarding

2:30 PM - 3:30 PM Tuesday, June 20

Seabreeze 1

Induction and onboarding has become one of the key business challenges of the moment. How do you successfully recruit and induct staff to become high-performing and fully integrated, at a speed that matches the speed of change in business? The answer may rest in the power of the mobile devices that are already in everyone’s hands.

In this session, you will explore how mobile can play many critical but different roles in an effective program design. You will examine a tried-and-tested strategic induction and onboarding design methodology, and explore where and why mobile has an important part to play. You will explore different approaches such as tools, games, and knowledge and learning apps, and you’ll see real examples of mobile in induction and onboarding programs delivering learning, recruitment, support, brand awareness, and many other important aspects of best-practice delivery.

In this session, you will learn:

  • About a best-practice onboarding methodology
  • About the role of mobile in induction programs
  • From examples of different mobile programs that are part of best-practice induction
  • About innovative approaches to induction delivery

Audience:
Novice to advanced designers, project managers, managers, and directors.

Technology discussed in this session:
Mobile apps, tools, games, and learning.

Andrew Joly

Director of Strategic Design

LEO

Andrew Joly is a director of strategic design at LEO Learning. He started out in TV production, where he learned about narrative, pacing, engagement, and deeply understanding one’s audience. As a commissioning editor at the BBC, Andrew worked in entertainment, interactive media, and game design, where the focus was on pushing and using technology in new ways. He later spent nearly 14 years as director of design at LINE Communications. At LEO, Andrew focuses on his passion: how innovative learning architectures and approaches can genuinely transform learning and performance in business and make a real difference.

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IE106 1-2-3 Action! Creating Guidelines for User-Generated Videos

3:00 PM - 3:45 PM Tuesday, June 20

Expo Hall: Interactive Experiences Stage

Encouraging experts to create useful content for others in the workplace is a practical and effective way to extend knowledge in an organization. Video is rapidly becoming the medium for sharing demonstrations, quick tips, and longer-form overviews. But how do you fit user-generated videos into your overall learning strategy? What are the best ways to launch and support them as well as measure their use overall?

In this session, you will explore how to add user-generated videos and screencasts to your learning strategy, using best practices and guidelines for getting the most out of this learning modality. You will learn the best tips to launch screencasts and other user-generated video assets and discover the best platforms to host and distribute access.

In this session, you will learn:

  • How to add user-generated videos to your learning strategy
  • How to provide people access to the videos and reporting (platform considerations)
  • How to get started and set users up for success
  • About tools and tricks to successfully launch user-generated videos and screencasts

Audience:
Novice to intermediate designers, developers, and managers.

Tara Bryan

Owner

TLS Learning

Tara Bryan, owner of TLS Learning, has over 18 years of diverse experience in strategic consulting, instructional design, and eLearning design and development for clients in a variety of industries. She is recognized in her field as being an expert who is passionate about bringing engaging and interactive learning experiences to learners. She works with clients to design and build high-quality learning programs that improve performance in the workplace. Her unique skillset of instructional design, visual design, and technical expertise puts her in a position to work successfully with clients to create the right solution that exceeds their business requirements.

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403 Focus Beyond Learning: The Performance Ecosystem Context

4:00 PM - 5:00 PM Tuesday, June 20

Nautilus 2

Mobile, games, and video are all meaningful endeavors offering unique value propositions, but how do they fit together? Each can be linked, but has unique properties as well. How do you make sense of the opportunities?

In this session, you’ll explore the properties of each of the elements from a cognitive perspective, which includes social, engagement, and more, and place them in the context of organizational needs. You’ll look at the full suite of ways in which organizations learn and work, and characterize how these activities can be facilitated. Then you’ll look at the role mobile, games, and video play in these activities. With this contextual framework, you’ll be better equipped to address these elements strategically, not just tactically.

In this session, you will learn:

  • About the full suite of performance ecosystem opportunities
  • How technology can facilitate a broad range of opportunities
  • Where mobile, games, and video fit in the larger picture
  • How to develop a strategy around technology for organizational success

Audience:
Intermediate to advanced managers and directors.

Technology discussed in this session:
Mobile, games, video, portals, authoring tools, learning management systems, social media platforms, content systems, and xAPI.

Clark Quinn

Chief Learning Strategist

Upside Learning

Clark Quinn, PhD is the executive director of Quinnovation, co-director of the Learning Development Accelerator, and chief learning strategist for Upside Learning. With more than four decades of experience at the cutting edge of learning, Dr. Quinn is an internationally known speaker, consultant, and author of seven books. He combines a deep knowledge of cognitive science and broad experience with technology into strategic design solutions that achieve innovative yet practical outcomes for corporations, higher-education, not-for-profit, and government organizations.

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503 Getting Started on Your Mixed-Reality Strategy

10:45 AM - 11:45 AM Wednesday, June 21

Nautilus 4

The digital world is entering your learners’ world in a big way. Augmented reality is reshaping the way they interact with systems and websites, entertainment, and of course, education, and this change is ultimately coming to your organization!

In this session, you’ll explore the connections between some of the most popular AR experiences out there today and your corporate learning strategy. The session will cut through the hype and draw correlations between them and their success, relating how you can use their design patterns and sticky user experiences to create valuable, easy-to-use mixed-reality experiences that produce results and happy learners!

In this session, you will learn:

  • How popular trends in AR can apply to learning strategy
  • How to analyze AR products and identify common design patterns
  • How to plan for user experiences and expectations in order to align user acceptance with organizational goals

Audience:
Intermediate designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Augmented reality, design patterns, usability, and user acceptance.

 
 

Chad Udell

Chief Strategy Officer

Float and SparkLearn

Chad Udell is the award-winning managing partner, strategy and new product development, at Float and SparkLearn. He has worked with Fortune 500 companies and government agencies to create experiences for 20 years. Chad is an expert in mobile design and development, and speaks at events on related topics. He is author of Learning Everywhere: How Mobile Content Strategies Are Transforming Training and co-editor/author, with Gary Woodill, of Mastering Mobile Learning: Tips and Techniques for Success and Shock of the New.

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505 Is There a Positive ROI on Your Mobile eLearning? A Case Study

10:45 AM - 11:45 AM Wednesday, June 21

Seabreeze 1

The innovative use of mobile learning products in education has significantly increased in recent years. Mobile applications are meant to be engaging and reach beyond the walls of a classroom. Instructors and educators can use these mobile apps to increase student learning. However, the value of integrating them into the overall training is unclear. Are there added values if the organization invests in mobile apps?

In this session, you will learn about a return on investment (ROI) evaluation case study, which determined the value of the mobile applications to the organization. You will explore each level of the ROI evaluation and learn strategies to overcome challenges associated with determining the value of the mobile apps. You will learn about the strategies that were implemented and the unanticipated values gained by integrating mobile apps into the organization.

In this session, you will learn:

  • How to develop an action plan to overcome challenges of integrating mobile applications into the classroom
  • About options for determining the impact that mobile apps and interactive multimedia instruction (IMI) products have on student learning and performance
  • How to effectively collaborate with instructors and subject matter experts to develop a mobile app and/or IMI products
  • About the unanticipated benefits of integrating mobile apps and IMI products into the training environment

Audience:
Novice to advanced designers, developers, managers, and directors.

Annie Hester

Program Evaluation Office Branch Chief

Maneuver Center of Excellence

Annie Hester is a program evaluation office branch chief at the US Army Maneuver Center of Excellence at Fort Benning. Annie has a master’s degree in public administration and in education, training and development. She is in the process of completing her dissertation for a PhD in management and organizational leadership. Annie has served in the Army National Guard for the past 19 years. She has instructed, trained, and educated both military and civilian personnel throughout her career. In addition to training, Annie has also developed courses and various professional development workshops.

Angela Perry-Ned

Life Long Learning Programs Branch Chief, Directorate of Training and Doctrine

US Army

Angela Perry-Ned is the lifelong learning programs branch (LLLPB) chief for the Directorate of Training and Doctrine for the US Army. The LLLPB is responsible for developing digital learning content, which includes interactive multimedia instruction (IMI), mobile applications, training videos, living doctrine, and virtual battlespace (VBS3) scenarios. Many of the team’s products can be accessed by going on Warrior University, Google Play or iTunes. Angela’s education includes a BS in history, exercise and sports science, with a concentration in K-12 education, and a master’s of science in post-secondary education with a concentration in instructional technology.

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IE203 Using Mobile Tech to Help Managers Engage with New Hires Effectively

12:00 PM - 12:45 PM Wednesday, June 21

Expo Hall: Interactive Experiences Stage

New hires feel excitement, uncertainty, enthusiasm, and discomfort. It can be a roller coaster ride! Line manager engagement has a significantly beneficial impact on new hires’ learning curve and sense of belonging; however, managers are often stretched with multiple responsibilities, and new starters’ needs are relegated. This session will outline a project that utilized mobile device features to shift the new-hire experience from one of passive consumption to active participation while simultaneously making the managers’ role more time-efficient and impactful. The solution delivered better performance, earlier, while reducing attrition.

Guy Sellwood

VP, Americas

Prosell Learning

Guy Sellwood, the VP of Americas at Prosell Learning, has over 25 years of performance improvement consulting experience, working with global organizations such as Avis, Dell, PayPal, and Xerox. More recently he has been involved with the development of an onboarding web app to accelerate the performance of salespeople and deliver reduced attrition and higher recruitment ROI for clients. Guy is passionate about active and blended workplace development being the key to sustaining high performance.

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607 Maximizing the Value of Games and Gamified Learning Solutions in Your Organization

1:00 PM - 2:00 PM Wednesday, June 21

Nautilus 1

You got the message about the value of games in helping people learn—and you buy in! Perhaps you’ve even built some games or selected a gamified learning platform. Having a good game or a well-designed gamified initiative is only half of the equation you need for success. The other half is a comprehensive, well-thought-out implementation strategy. Without it, your likelihood of deriving business value or learning results is low.

This session will focus on maximizing the value of your game-based or gamified learning initiatives. You’ll explore the factors to consider and the components to include when formulating a strategy. You will explore the common risks in gamification and learning game implementation, and how to minimize and mitigate them.

In this session, you will learn:

  • How to identify where you are trying to fit on the gamification continuum, from execution of a single gamified initiative to a gamified learning ecosystem
  • How to distinguish between a great game-based learning solution and a great strategy for implementing a game-based or gamified learning solution
  • How to recognize common risks of failure in gamification or learning game implementation, and how to minimize risk
  • What information you need to gather in order to formulate a strategy and use a template to guide strategy development

Audience:
Intermediate to advanced designers, developers, project managers, managers, and directors.

Sharon Boller

President and Chief Product Officer

Bottom-Line Performance

Sharon Boller is president and chief product officer of Bottom-Line Performance (BLP), a learning-solutions firm she founded in 1995. Sharon has grown BLP from a single-woman sole proprietorship to a $3 million+ company with 30 team members. Under her direction, BLP created the Knowledge Guru learning game platform, a platform that has received numerous industry awards, including the coveted Brandon Hall Gold award for best innovation in gaming and technology (2014). Sharon co-teaches Guild Academy’s Game Design live online course.

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F05 Where Are the Wearables?

1:00 PM - 2:00 PM Wednesday, June 21

Harbor Island Ballroom

Smartphones are well regarded as the “go-to gadget” for knowledge workers in the modern workplace, and learners increasingly rely on them to interact with learning communities and access developmental resources. But what technologies lie beyond the smartphone that can accelerate learning and engage your audience?

According to industry analysts, the growth of the “wearables” market—spanning wristwear, headwear, eyewear, footwear, and more—will dwarf the learning market over the next five years, as intelligent devices of all sizes and purposes appear as logical endpoints in a hyper-connected world. Many of these devices have already arrived and are starting to reshape how employees interact and engage with co-workers, managers, organizations, and customers. Join this session to see how progressive teams are applying wearables to learning in intuitive and innovative ways.

In this session, you will learn:

  • About the emerging wearables market and how these connected devices are changing the ways people communicate and connect
  • About the myriad challenges surrounding the introduction and use of wearables for learning, including access, security, integration, and user adoption
  • How to assess your own organization’s readiness to introduce wearables into your learning programs
  • About practical use cases that leverage the power and convenience of wearables to deliver learning in the moment of need

Audience:
Novice to advanced designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Smartphones, smartwatches, Internet of Things (IoT), augmented reality/virtual reality, and machine learning.

Robert Gadd

President

OnPoint Digital

Robert Gadd is president of OnPoint Digital and responsible for the company’s vision and strategy. OnPoint’s online and mobile-enabled offerings support more than one million workers and include innovative methods for content authoring, conversion, and delivery extended with social interactions, gamification, and enterprise-grade security for workers on their device or platform of choice. Prior to OnPoint, Robert spent 10 years as CTO of Datatec Systems and president/CTO of spin-off eDeploy.com. He is a frequent speaker on learning solutions—including mobile, informal learning, xAPI, and gamification—at national and international T&D conferences.

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703 Getting Started with Mobile Learning

2:30 PM - 3:30 PM Wednesday, June 21

Marina 2

The mobile learning landscape is continually growing and shifting. As intimidating as those changes may be, organizations must be prepared to formulate and execute strategies to harness this growing technology. An understanding of the various devices, the appropriate content, the impact of mobile on traditional training and development, and how to make a business case for mobile in your organization are of key importance in navigating today’s mobile learning landscape.

In this session, you will explore the mobile learning landscape. You will build basic mobile skills through hands-on activities. You will leave with a stronger understanding of the processes and tools, as well as with guidance to begin designing and developing your own mobile projects by immediately applying the concepts covered.

In this session, you will learn:

  • About the various types of mobile devices and how they affect your training approach
  • About the various content types that are optimal for mobile deployment
  • How to make the business case for mobile and why you should incorporate mobile into your organization’s strategy
  • About approaches to mobile design, and how it may differ from your typical design process
  • About ideal approaches to mobile development, using tools you likely already have
  • From common examples of mobile deployment and security

Audience:
Novice to intermediate designers, project managers, managers, and directors.

Technology discussed in this session:
Mobile devices such as smartphones, tablets, and laptops.

Sarah Mercier

CEO & Strategic Consultant

Build Capable

Sarah Mercier, CEO and strategic consultant at Build Capable, specializes in instructional strategy and learning technology. Sarah is known for translating highly technical concepts and research to real-world practice. She is an international facilitator for the Association for Talent Development and Greater Atlanta ATD Past President. Her innovative learning solutions have been recognized by winning industry awards, such as Best of Show at FocusOn Learning DemoFest for xAPI for Interactive eBooks, and Best Performance Support Solution at DevLearn DemoFest for Critical Success Factors training and assessment tool. Sarah is a frequent speaker at industry conferences and business events on topics such as instructional design and development, accessibility, data strategy, and learning ecosystems. Her work has been published in ATD’s 2020 Trends in Learning Technology, The Book of Road-Tested Activities, TD Magazine, Learning Solutions Magazine, CLO Magazine, and a variety of other training and workforce publications.

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714 Strategies for Creating Single-Source, Multipurpose Learning Content

2:30 PM - 3:30 PM Wednesday, June 21

Marina 5

New for FocusOn this year! This is a popular session being offered twice. It's also available as session 904.

In the past, the self-paced content created by L&D often took the form of eLearning courses. But there’s a growing recognition that more learning takes place outside an organization’s LMS than in it. As a result, learning content—and the time and effort that goes into it—needs to be more flexible in order to be effective as it performs the critical role of supporting both formal and informal learning.

In this session, you’ll focus on how to design and create content for use on any device, no matter where your audience is. This approach allows you to provide content in the manner your audience needs it most—whether they need formal learning, such as courses in your LMS, or informal learning opportunities like performance support, job aids, or knowledge bases. You’ll review instructional design processes to guide you through planning for single-source, multipurpose content, as well as development strategies to ensure that people can find and use this content no matter what device they use.

In this session, you will learn:

  • About strategies that can help you evaluate what your audience really needs in order to carry out their roles
  • About instructional design approaches to help you plan for single-source, multipurpose content to meet these needs
  • Strategies to develop and deliver this content
  • How to kick-start a learning and development process in your organization that supports single-source, multipurpose content creation

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Numerous mobile devices.

Chris Van Wingerden

Sr VP Learning Solutions

dominKnow Learning Systems

Chris Van Wingerden is Sr. VP Learning Solutions at dominKnow Learning Systems, where he leads dominKnow's content and its training and client success teams. In his almost 20 years with dominKnow, Chris has helped create hundreds of hours of online learning programs, from traditional eLearning courses to immersive game-based designs, as well as working in responsive design projects to meet mobile device needs. Chris is also co-host of the popular weekly live video session and podcast, Instructional Designers in Offices Drinking Coffee (#IDIODC). Chris has a BA in adult education and a BA in English literature.

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803 xAPI: A Swiss Army Knife to Craft Your Mobile Environment

4:00 PM - 5:00 PM Wednesday, June 21

Spinnaker 2

Years of momentum have resulted in numerous use cases for teams seeking to leverage xAPI to better track, measure, and manage their mobile learning efforts. It’s clear that xAPI can improve the ways you create and deliver mobile content, track interactions, and measure performance. Armed with knowledge and the proverbial “Swiss Army knife” of xAPI functions, you can begin to “slice, saw, tweeze, and pick” your way through mobile training challenges.

In this session, you’ll discuss what xAPI really is, how statements are structured, and how it’s already being used to power mobile initiatives. You’ll explore how teams use xAPI and cmi5 to improve learning, streamline tracking, automate tasks, and drive engagement via modern authoring tools and an LRS—as well as how LMSs are undergoing transformations to support these trends. You’ll also look at the basic challenges teams face in implementing xAPI. Finally, you’ll learn how authoring tools, LMS platforms, mobile apps, and IoT endpoints are being connected to leverage the power of xAPI.

In this session, you will learn:

  • About the basic structural and design tenets of an xAPI-based solution and the best-practice approach to implementing those solutions
  • About new use cases that can show how to apply tracking to non-traditional learning assignments and interactions
  • What technical challenges you’ll need to overcome with LMS integration, security, mobile (when offline), and more
  • How to determine the best authoring tools and learning platforms to take advantage of xAPI
  • The importance of cmi5 and its future impact on learning

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Experience API (xAPI), content authoring tools, integrated and remote learning record stores (LRSs), and mobile technology.

Robert Gadd

President

OnPoint Digital

Robert Gadd is president of OnPoint Digital and responsible for the company’s vision and strategy. OnPoint’s online and mobile-enabled offerings support more than one million workers and include innovative methods for content authoring, conversion, and delivery extended with social interactions, gamification, and enterprise-grade security for workers on their device or platform of choice. Prior to OnPoint, Robert spent 10 years as CTO of Datatec Systems and president/CTO of spin-off eDeploy.com. He is a frequent speaker on learning solutions—including mobile, informal learning, xAPI, and gamification—at national and international T&D conferences.

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804 Ignite Professional Development with Mobile Learning

4:00 PM - 5:00 PM Wednesday, June 21

Marina 5

Professional development generally means taking time away from your work to go and learn a concept, then return to your team, who may have a “What are you going to make us do now?” attitude. Take a moment to think “what if.” What if professional development were delivered where and when it was important to you? What if you did not have to leave your team to participate in behavior-based professional development? What if your professional development created greater cohesion within your team? What if your professional development were focused directly on issues and content that were meaningful to you and your team?

This session will explore methods of creating mobile professional development that produces greater team cohesion, changes behavior, and allows participants to engage in the development process while they remain on the job with their team. You’ll learn how mobile learning gives participants the unprecedented ability to gain new perspectives and connect with their team in a meaningful way while engaged in the professional development process. Finally, you’ll learn the findings from a recent study and real-time implementation of these strategies.

In this session, you will learn:

  • About mobile professional development strategies to create greater team cohesion
  • About learning strategies that have the greatest effect with mobile professional development
  • How to determine the right amount of content to deliver for the greatest effect on a mobile device

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Flipgrid, HapYak, the Adobe suite, and Google Drive.

 
 

George Hanshaw

Director of eLearning Operations

Los Angeles Pacific University

George Hanshaw is a performance consultant and director of elearning operations at Los Angeles Pacific University. Expanding the levels of human performance is his passion. He uses evidence based assessments and development strategies to drive human potential. George puts his doctorate of psychology to good use by continually researching and testing ways to better reach our busy learners. His ability to integrate and use technology in the learning process is key to being able to scale learning opportunities that are effective and evidence based. His goal is to eradicate boring training and learning.

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809 From Research to Reality: Building a Holistic Gamification Strategy

4:00 PM - 5:00 PM Wednesday, June 21

Seabreeze 2

Gamification is not just a trend. It works—when done well. Unfortunately, many organizations get caught up in the “let’s gamify everything” hype and fail to properly align game mechanics to meaningful objectives. L&D professionals continue to face stakeholder and employee objections when attempting to introduce game-based concepts. They also run into conflicting priorities when multiple game ideas are implemented without a holistic vision for employee engagement.

In this session, you’ll explore real-world examples of how reputable organizations are effectively applying gamification and realizing measurable business impact. You’ll dig into a variety of game mechanics and explore how you can best use them to drive employee engagement. You’ll discuss common objections to game-based concepts and share both talking points and data to help L&D professionals overcome these challenges. You’ll examine simple ways to prove the potential of gamification in your organization before making a considerable investment. And you’ll learn a set of best principles to help you drive gamification impact over the long term.

In this session, you will learn:

  • Why much of the existing gamification research fails to reflect real-world potential
  • How to leverage the right game mechanics to achieve your learning objectives
  • How casual gameplay can facilitate user engagement during learning experiences
  • How to sell your stakeholders and employees on the concept of gamification

Audience:
Novice to intermediate designers, developers, project managers, and managers.

Technology discussed in this session:
Axonify, Confluence, Duolingo, Gamify, and Swarm.

JD Dillon

Chief Learning Architect

Axonify

JD Dillon became a learning and enablement expert over two decades working in operations and talent development with dynamic organizations including Disney, Kaplan, and AMC. A respected author and speaker in the workplace learning community, JD continues to apply his passion for helping people around the world do their best work every day in his role as Axonify's chief learning architect. JD is also the founder of LearnGeek, a workplace learning insights and advisory group.

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811 The Future of Learning at Work

4:00 PM - 5:00 PM Wednesday, June 21

Nautilus 1

As technology continues to evolve, it creates new opportunities to let people play, explore, and learn from games that include video, animation, and biometric data, and from one another. How can these new technologies support immersive learning and enable you to re-create “real” experiences in learning games?

In this session, you will explore a future vision of workplace learning, from onboarding to leadership development, from job skill training to coaching and mentoring. Come experience “a day in the life” of learning at work in the not-so-distant future, and consider how you think about game-based learning today and tomorrow.

In this session, you will learn:

  • About the various applications of new technologies that can be used in games to solve current and future workplace problems
  • How learning and development can change today to better prepare for the future of workplace learning
  • How data, curation, immersive technology, biometrics, personalization, ubiquity, and social learning intersect in the future

Audience:
Novice to advanced designers, project managers, managers, and directors.

Koreen Pagano

Founder & CEO

Isanno, Inc.

Koreen Pagano, founder and CEO of Isanno, Inc., is a globally recognized product leader with deep expertise in learning technologies, skills strategy, AI, analytics, and immersive technologies. Koreen has held product leadership roles building go-to-market strategies and technology and content products for learning, skills, and talent markets at Lynda.com, LinkedIn, D2L, Degreed, and Wiley. Koreen previously founded Tandem Learning in 2008, where she pioneered immersive learning through virtual worlds, games, and simulations. She has taught graduate courses at Harrisburg University and provided advisory and consulting services to emerging tech companies in the VR and education markets. Koreen is a seasoned international speaker and author of the book Immersive Learning.

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813 Overcoming Barriers to mLearning - hosted by Brandon Hall, PhD

4:00 PM - 5:00 PM Wednesday, June 21

Marina 6

Suggesting a mobile learning program can still raise some eyebrows in even the most progressive organizations. Concerns about security, cost, device type, and use are just a few of the barriers that can stall your efforts.

If you’re struggling now or anticipating resistance to mLearning, join our panel of experts as they tackle the big questions, and find out how you can overcome the most common barriers to mobile learning in your organization.

Scott McCormick

CEO

Emergent Enterprise

Scott McCormick is a national speaker, CEO, editor and writer. In a 30+ year career he has helped launched three companies including his current business, Emergent Enterprise. He has spoken at ATD CETS Showcase, Learnaplaooza, Augmented World Expo, LiveWorx, Realities360,, and XR Immersive Enterprise 2020. Scott speaks and consults on topics such as emergent technology adoption strategy and user experience and is editor of emergent-enterprise.com, the tech news and insight website. He was featured in the 2019 eBook, What is Augmented Reality? and has delivered strategy webinars and onsite presentations to leaders in healthcare, manufacturing, hospitality, and consulting.

Megan Torrance

CEO

TorranceLearning

Megan Torrance is CEO and founder of TorranceLearning, which helps organizations connect learning strategy to design, development, data, and ultimately performance. She has more than 25 years of experience in learning design, deployment, and consulting . Megan and the TorranceLearning team are passionate about sharing what works in learning, so they devote considerable time to teaching and sharing about Agile project management for learning experience design and the xAPI. She is the author of Agile for Instructional Designers, The Quick Guide to LLAMA, and Making Sense of xAPI. Megan is also an eCornell Facilitator in the Women's Executive Leadership curriculum.

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.

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814 What’s Really Happening in Virtual Reality?

4:00 PM - 5:00 PM Wednesday, June 21

Nautilus 4

Virtual reality has exploded over the last year, extending to conversations in the mobile, gaming, and video landscape. There’s a rapidly rising interest in how to use this new technology for learning and performance. With “VR” now one of the hottest buzzwords, how much is hype and how much is substance?

In this session, you will explore the current state of virtual reality in 2017. You will see examples of virtual reality in practice in both the consumer and enterprise markets. You will examine what’s working—and what’s not—and how you can apply those lessons to learning and development.

In this session, you will learn:

  • About the critical components of a virtual reality experience
  • How early adopters are using VR for L&D
  • About common mistakes to avoid
  • What questions to ask to determine whether VR is right for your organization
  • How consumer-led VR is shaping VR’s use in training

Audience:
Novice to advanced designers, developers, managers, and executives.

Technology discussed in this session:
Articulate 360

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.

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904 Encore Session: Strategies for Creating Single-Source, Multipurpose Learning Content

8:30 AM - 9:30 AM Thursday, June 22

Nautilus 4

New for FocusOn this year! This is a popular session being offered twice. It's also available as session 714.

In the past, the self-paced content created by L&D often took the form of eLearning courses. But there’s a growing recognition that more learning takes place outside an organization’s LMS than in it. As a result, learning content—and the time and effort that goes into it—needs to be more flexible in order to be effective as it performs the critical role of supporting both formal and informal learning.

In this session, you’ll focus on how to design and create content for use on any device, no matter where your audience is. This approach allows you to provide content in the manner your audience needs it most—whether they need formal learning, such as courses in your LMS, or informal learning opportunities like performance support, job aids, or knowledge bases. You’ll review instructional design processes to guide you through planning for single-source, multipurpose content, as well as development strategies to ensure that people can find and use this content no matter what device they use.

In this session, you will learn:

  • About strategies that can help you evaluate what your audience really needs in order to carry out their roles
  • About instructional design approaches to help you plan for single-source, multipurpose content to meet these needs
  • Strategies to develop and deliver this content
  • How to kick-start a learning and development process in your organization that supports single-source, multipurpose content creation

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Numerous mobile devices.

Chris Van Wingerden

Sr VP Learning Solutions

dominKnow Learning Systems

Chris Van Wingerden is Sr. VP Learning Solutions at dominKnow Learning Systems, where he leads dominKnow's content and its training and client success teams. In his almost 20 years with dominKnow, Chris has helped create hundreds of hours of online learning programs, from traditional eLearning courses to immersive game-based designs, as well as working in responsive design projects to meet mobile device needs. Chris is also co-host of the popular weekly live video session and podcast, Instructional Designers in Offices Drinking Coffee (#IDIODC). Chris has a BA in adult education and a BA in English literature.

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905 Outside-the-Box Opportunities

8:30 AM - 9:30 AM Thursday, June 22

Nautilus 2

Mobile, video, gamification; these three trending industry technologies can increase learner engagement and drive business results (while hopefully adding some fun to the workday). Despite the sustained attention these technologies have received from learning leaders across organizations, many are still struggling to apply best practices when implementing them, or are finding subpar outcomes. A solution? Embrace outside-the-box thinking!

In this session, you will look at straightforward, immediate applications of mobile, video, and gamification technologies. You’ll analyze where and why they can be more effective than traditional eLearning. You’ll then discuss nontraditional, “abstract” applications of these technologies and why this mindset shift is powerful. The session will conclude with case studies of successful mobile, video, and gamification learning programs that embraced outside-the-box thinking to delight learners and exceed business goals.

In this session, you will learn:

  • About the three biggest current trends in technology
  • Techniques for applying these technologies effectively to training
  • How to think outside the box to exceed business goals
  • About abstract thinking that actually worked!

Audience:
Novice to advanced managers and directors.

Technology discussed in this session:
Mobile, gamification, and video technologies, platforms, and devices.

Róisín Mullins

Senior Vice President, Learning Services

Intuition

Róisín Mullins is the senior vice president of learning services at Intuition, with responsibility for managing the delivery, execution, and evaluation of customized blended learning solutions. Róisín and her team incorporate the latest technological and digital trends into the products and services they develop, including gamification, virtual and augmented reality. Róisín holds a bachelor’s degree in business and law from University College in Dublin as well as advanced degrees from both Northeastern University and Dublin City University. Róisín was admitted to the New York State bar in July 2014.

Ben Sangree

Senior Engagement Manager

Intuition

Ben Sangree is a senior engagement manager at Intuition, where works with clients across industries designing and delivering customized digital learning solutions. These highly-tailored solutions range from blended eLearning and video-based courses to instructor- led services and content consultancy. Ben previously worked at international online learning and media start-ups, where he was responsible for marketing, business development, recruitment, and training. He is currently an MBA candidate at UCLA Anderson.

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1003 Video from the Business Perspective: Mitigating Risk and Maximizing Opportunities

10:00 AM - 11:00 AM Thursday, June 22

Seabreeze 2

Video is trending in L&D for good reasons. When video-based learning projects go right, they can resonate well with their audience and make a huge impact. However, when they go wrong, they can go very, very wrong. Why? Because there’s a substantial amount of financial, legal, branding, security, and relationship risk introduced when incorporating video into your learning strategy. So how can you safely create a more video-centric culture? And what processes and protocols need to be in place before you move forward?

In this session, you’ll learn how to better assess the risks and rewards of video-based learning within your organization. You’ll look at how to overcome common hurdles when getting the business on board with using video. You’ll even role-play conversations with key leadership in legal, marketing, IT, etc., and determine how to sidestep the roadblocks, mitigate the dangers, and maximize the opportunities for partnership. You’ll leave this session with resources that can help you start conversations and work to deliver successful video learning projects and initiatives.

In this session, you will learn:

  • How to have empowering exploratory conversations with partners in your organization
  • How to avoid common business problems and surprises when launching a video-based approach
  • How to turn your video issues into assets for the business
  • Where to look for additional resources within your organization

Audience:
Novice to intermediate designers, project managers, managers, and directors.

Technology discussed in this session:
Video production software and project management tools.

Sam Rogers

President

Snap Synapse

Sam Rogers, the president of Snap Synapse, creates more effective, efficient, and engaging ways to deliver learning for clients including Google, Capital One, Deloitte, and AAA. He produced YouTube’s first online certification training, and he is a writer, director, producer, composer, and performer for stage and screen. Sam also writes and speaks frequently at conferences, sharing his passion for solving the problems that matter and inspiring learners to action.

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1008 Overcoming Barriers to Video Use in Learning - hosted by Brandon Hall, PhD

10:00 AM - 11:00 AM Thursday, June 22

Seabreeze 1

Videos in learning isn't new, but the video medium is seeing rapid expansion in use, from microlearning to interactivity. Before you can move forward, you need buy-in, and that can be challenging. Barriers to approval can range from bandwidth and hosting to skill sets and equipment costs.

Join our panel of experts as they explore how you can overcome the most common barriers to video use for organizational learning. You’ll learn how to help move your organization forward with dynamic approaches to learning and development.

Matthew Pierce

Learning & Video Ambassador

TechSmith

Matthew Pierce, learning & video ambassador from TechSmith, has created videos for learning and marketing for over a decade. He is the lead behind TechSmith Academy, a free platform teaching video and image creation for business, which has been used by tens of thousands of users. He is host of The Visual Lounge Podcast from TechSmith, which streams live on Youtube and LinkedIn weekly. Matthew is a regular speaker at multiple learning and development-focused conferences and is a regular contributor to various training publications.

Ty Marbut

Executive Producer

Ty Marbut Instructional Video

Ty Marbut, executive producer at Ty Marbut Instructional Video, is an independent producer, director, editor, and adviser of instructional multimedia and documentary films. Focusing on training principles drawn from research in cognitive psychology, Ty works with teachers and teams in higher education, private companies, and government to deliver their messages as effectively as possible through multimedia immersion, high level-of-processing interaction, and the efficient use of existing media and human talent. His specialty areas include instructional video production and direction, training others in video production, and interactive video pedagogy.

Tara Bryan

Owner

TLS Learning

Tara Bryan, owner of TLS Learning, has over 18 years of diverse experience in strategic consulting, instructional design, and eLearning design and development for clients in a variety of industries. She is recognized in her field as being an expert who is passionate about bringing engaging and interactive learning experiences to learners. She works with clients to design and build high-quality learning programs that improve performance in the workplace. Her unique skillset of instructional design, visual design, and technical expertise puts her in a position to work successfully with clients to create the right solution that exceeds their business requirements.

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