105 Examples and Tools for Augmented Reality
10:45 AM - 11:45 AM Tuesday, June 24
Marina 1
Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.
In this session, you will learn how this engaging mobile technology is changing the way people learn on mobile devices. You will explore this exciting mobile learning capability in detail and examine its potential for learning while identifying both positive and negative aspects of AR. You will also learn about the possibilities and see several exciting examples and tools for development for AR. This session will also cover attempts to classify AR according to several key aspects (device/technology, mode of interaction, type of media, personal or shared experiences) based on formal research literature from the Open University.
In this session, you will learn:
- To understand contextual mobile learning and the differences between augmented reality and mobile augmented reality
- About existing apps and tools you can leverage to create your own mobile AR content
- From examples of mobile AR using for contextual mobile learning
- The potential for learning while identifying both positive and negative aspects of AR
Audience:
Novice to advanced designers and developers.
Technology
discussed in this session:
Mobile technologies, augmented reality.
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Jason Haag
Consultant/Co-founder
Veracity Technology Consultants
Jason Haag has over 20 years of experience in distributed learning technology design and development. Jason is a former alumnus of ADL, where he provided expertise and leadership on SCORM, xAPI, mobile learning, and semantic web technologies. As a co-founder at Veracity, he is part of a team that provides Veracity’s LRS product offering, consulting, project management, and technical integration services.
109 Digital Badges for Mobile Learning
10:45 AM - 11:45 AM Tuesday, June 24
Marina 6
A new approach to credentialing learning is on the horizon. Digital badges is a new credentialing model will have a profound impact on trainers, designers, developers, managers, and learners. A digital badge is a credential that is ideally suited for the age of electronic networked learning and work. But how does an organization initiate a badge program? Digital badges are transportable, sharable, embedded with information, and authenticatable. Before issuing badges, organizations must understand the process for issuing, storing, and sharing digital badges.
In this session you will explore the answers to many pressing questions related to digital badges. You will learn from examples of badges that are already being used. You will discover how you can include badges in your mobile learning programs. You will better understand the implications of badges on your work and on your organization’s learning strategy.
In this session, you will learn:
- What a digital badge is, and why digital badges are important to the future of learning
- Lessons from the organizations building the digital badge ecosystem
- About the opportunities for implementing digital badges in mobile learning
- How to learn more about digital badges, for the benefit of your organization and your career
Audience:
Novice to advanced designers, developers, managers, and directors.
Technology
discussed in this session:
Participants
will be introduced to companies in the digital badge ecosystem such as
BadgeStack, BadgeSafe, Makebadge, Totora, and, especially, Mozilla’s Open
Badges infrastructure.
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Dennis Viehland
Associate Professor
Massey University
Dennis Viehland is associate professor of information systems at Massey University in Auckland, New Zealand. Each of his three careers has included a focus on technological innovation—how to successfully deploy emerging technologies in government, universities, and business.
206 Apple iBeacons for Just-in-time Learning
1:00 PM - 2:00 PM Tuesday, June 24
Marina 5
Apple has recently introduced support for indoor positioning via iBeacon (aka Bluetooth Low Energy (BLE)). Unlike GPS, iBeacon has much lower power consumption as well as being much more accurate in detecting and connecting to nearby devices, particularly indoors. iBeacons are poised to transform how retailers connect with people indoors. They also hold great potentional in their ability to deliver highly-customized, location-based learning performance materials in real-time.
In this session, you will learn how to develop an iBeacon application that integrates with a physical device, such as phone or tablet. You will examine the API for discovering beacons, connecting to an Estimote, and communicating to the device. By the end of this session, you will have a good understanding of iBecaons and their potential for learning and performance support.
In this session, you will learn:
- How iBeacons can be used to identify learners
- How iBeacons provide just-in-time performance support with indoor positioning
- How to connect to experts within a proximity radius
- To understand the iBeacon API
Audience:
Novice to advanced developers, directors, VPs,
and CLOs with a general knowledge of performance support and mobile learning.
Technology
discussed in this session:
Estimotes, iBeacons (Bluetooth Low Energy),
iPhone and iPad, and Appcelerator’s Titanium and Alloy.
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Jody Baty
Project Manager
Roamable
Jody Baty is the cofounder of Roamable, a small app development company that specializes in mobile apps for learning. Jody ended up in the ed tech industry by accident; a former database programmer, for almost 20 years she has focused on SCORM, AICC, authoring tools, learning management systems, and, now, mobile apps.
411 B.Y.O.D.: Developing Image-recognition Augmented Reality Training
10:45 AM - 11:45 AM Wednesday, June 25
Marina 2
One of the emerging technologies that learning professionals are interested in is augmented reality. There is tremendous energy and excitement attached to the opportunities presented by augmented reality, but few actual case studies that organizations can learn from as they contemplate walking that path themselves.
In this case-study session you will explore the development journey for an innovative and world-class end-user training experience that satisfies a variety of technology capabilities, including augmented reality. You will learn from the successes and challenges encountered on the project. You will discuss the choices made as the project took shape, including how we were able to design a solution that worked on both traditional eLearning platforms and leading-edge mobile technology. You will leave this session with an understanding of critical considerations for developing an augmented reality project.
In this session, you will learn:
- How to apply the lessons learned in the development effort using this leading-edge technology
- How to assess how you might use this technology to design your own immersive end-user experience
- How to avoid the mistakes made while learning how to develop for this technology
- How image recognition and augmented reality works
Audience:
Novice designers, developers, project managers, and managers with a basic understanding of eLearning and mobile-learning platforms.
Technology discussed in this session:
Object recognition and augmented reality applications, for use on tablets & smartphones
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Carole Meade
Director of Learning Services
Sumaria Learning Solutions
Carole Meade has more than 20 years of experience in the training industry and is currently the learning services director for Sumaria Learning Solutions. She manages a group of more than 30 instructional designers, content developers, technical writers, editors, and certification specialists. Carole holds a CRP from the ROI Institute as well as a patent, a BS in management from Lesley University, and an MBA certification from Harvard University.
509 EPUB 3 and the xAPI: An Open Platform for Activity-based Mobile Learning
1:00 PM - 2:00 PM Wednesday, June 25
Marina 6
The IEEE Actionable Data Book project is currently investigating open technologies compatible with the Open Stand Initiative. The goal is to define an open platform for mobile learning that is personalized, activity-based, and that has the potential for low-cost global adoption. The technical foundation for the project is the new EPUB 3 format for digital publications developed by the IDPF. It provides a framework for the structuring, packaging and mobile delivery of accessible HTML5 content.
In this session participants will explore a use case that leverages EPUB 3 as an open platform for mobile learning. You will learn from a collaboration with a new UNESCO World Heritage Site in Indonesia on a problem that relates mobile learning, tourism, indigenous culture, and rice production. You will discuss how this project incorporates Experience API, developed by the US Department of Defense Advanced Distributed Learning (ADL) Initiative as an appropriate communication technology and possible candidate for standardization.
In this session, you will learn:
- How to leverage the lessons learned from the IEEE Actionable Data Book project
- The basics of EPUB 3 and what it offers to mobile learning developers
- Examples of EPUB 3 and existing templates that you can reuse for publishing eBook content
- How xAPI can be combined with EPUB 3 to capture learner activities within an eBook experience
Audience:
Novice designers, developers, project managers, and managers.
Technology
discussed in this session:
EPUB 3, HTML5, JavaScript, CSS, eBooks, iOS, Android, smartphones,
and tablets.
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Jason Haag
Consultant/Co-founder
Veracity Technology Consultants
Jason Haag has over 20 years of experience in distributed learning technology design and development. Jason is a former alumnus of ADL, where he provided expertise and leadership on SCORM, xAPI, mobile learning, and semantic web technologies. As a co-founder at Veracity, he is part of a team that provides Veracity’s LRS product offering, consulting, project management, and technical integration services.
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Tyde Richards
Chair
IEEE Learning Technology Standards Committee
Tyde Richards chairs the IEEE Learning Technology Standards Committee and IEEE Actionable Data Book project and has over 25 years of experience in the field of technology-supported learning. His career has emphasized the relationship of advanced technology to interoperability. He has held related positions in academia (USC), the corporate world (Apple Computer, Macromedia, IBM) and under contract to the U.S. Advanced Distributed Learning Initiative (ADL). He was instrumental in helping define, standardize, and globally promote the the ADL Sharable Content Object Reference Model (SCORM).
604 Making the Most of mLearning Tools, Templates, Models, and Patterns
2:45 PM - 3:45 PM Wednesday, June 25
Nautilus 4
mLearning programming is often needlessly repetitive, which makes the work inefficient and increases project costs. In other cases, the programming leads to undesirable design tradeoffs because engaging interactions can be difficult and time consuming to develop. A cursory investigation into ways to reduce programming repetitiveness and improve engagement level might lead one to think this problem could be easily resolved through tools or templates. However, it’s not that simple.
In this session you will join a discussion that will draw on a mixture of practical mLearning development experience and widely accepted computer science principles to uncover the pros and cons of various mLearning authoring tools, templates, models, and patterns. You will explore approaches including reusable functions, separation of content and functionality, debugging functionality, selection of proper level of abstraction, and selection of appropriate level of rigor for reusability. The session will present real world examples from actual mLearning courses and tools that you can adapt and use in your own organization.
In this session, you will learn:
- Strengths and weaknesses of tools, templates, models, and patterns
- The pros and cons of various authoring tools
- Tips for improving mLearning programming efficiency using authoring tool composition
- Tips for efficient mLearning programming in a variety of authoring tools
Audience:
Intermediate and advanced developers with some experience
developing courses using eLearning or mLearning authoring tools.
Technology
discussed in this session:
Articulate Studio, Articulate Storyline, Captivate, and JavaScript.
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Matt Kurtin
Senior Director, Technology and Visual Design
Innovative Learning Group
Matt Kurtin, Innovative Learning Group's senior director of technology and visual design, provides leadership for ILG's programmers and graphic designers. For over 20 years, he has advised client organizations on their overall technology strategy for learning and performance improvement. Matt provides insight into leading best practices for use of mobile solutions, learning portals, and learning management systems. He consistently applies the latest advances in digital capability, such as augmented and virtual reality, to practical application in learning. Matt has a bachelor's and master's degree in electrical engineering from Virginia Polytechnic Institute and State University.
707 Creating a Mobile Reader ... and Beyond!
4:00 PM - 5:00 PM Wednesday, June 25
Marina 5
Many large enterprise and government customers use Motorola mobile devices for their employees, and they require the security to control any internet access or application downloads. We wanted to give the end-users access to their documentation in the field when they required it at the moment of need. Off the shelf reader products could not be adjusted to meet our needs or integrated with other software with the flexibility for these requirements.
In this session participants will learn how Motorola Solutions Learning created our own application to bring content to the end user more quickly. You will explore how the initial custom user-guide applications began to be included in the product image directly from the factory, making it available out of the box, and how the project then developed into a catalog-based approach, which allows for multiple documents to be accessed and updated from the same application.
In this session, you will learn:
- How to choose to develop internally versus purchasing off the shelf
- How to use open standards to develop products
- How to create reusable components for your applications
- Lessons learned from our journey
Audience: Intermediate designers, developers, project managers, and managers.
Technology discussed in this session: Android, DITA, Open Standards, HTML5, Motorola Solutions ET1, Motorola Solutions TC55, and Motorola Solutions MC40.
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Kathleen Nordstrom
Sr. Manager of Multimedia and Learning Technologies
Zebra Technologies
Kathleen Nordstrom is a senior manager of multimedia and learning technologies at Zebra Technologies. For over 15 years, she has created interactive learning media experiences for Fortune 500 companies, as well as leading new learning technology and media teams. Kathleen has received awards from Brandon Hall and is working toward a master’s degree in game-based learning. Leading an international team of media designers, she works with stakeholders and designers to ensure the right learning modalities are created for their audiences.
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Szymon Engel
New Learning Technologies Senior Software Engineer
Motorola Solutions Polska
Szymon Engel is the new learning technologies senior software engineer at Motorola Solutions Polska and a developer of innovative mobile applications, games, interactive 3D environments, and eLearning courses. He holds a master’s degree in computer science from AGH University of Science and Technology in Cracow.
709 Using Offshoring to Develop Mobile Learning Quick and Cheap
4:00 PM - 5:00 PM Wednesday, June 25
Spinnaker 2
Training and content development departments are tasked with developing mobile learning content very rapidly and very cost effectively. This makes mobile projects challenging and represents a problem that will only get worse as technology continues to advance. Many people have not thought about how to utilize off-shore vendors to augment their process and team to assist in creating mobile courses.
In this session you will explore the processes used to produce over 70 hours of mobile learning content using a very small on-shore team augmented by off-shore resources. You will learn practical and easy to implement best practices for developing mobile content quickly and cost effectively. You will discover the benefits of having the larger development tasks off-shored and how this approach saves time and cost.
In this session, you will learn:
- Best practices to develop quality mobile content quickly and cost effectively
- How to augment on-shore teams with off-shore teams
- How to calculate cost savings utilizing off-shore resources
- How to increase team production without compromising quality
- How to utilize project management tools to effectively manage teams in disparate locations
Audience:
Novice designers, project managers, managers, directors, and VPs.
Technology discussed in this session:
Project management tools and file sharing technologies.
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Matthew Casey
VP of Content and Accreditations
VectorLearning
Dr. Matthew Casey has over 10 years' experience in training solution design, implementation, and testing in a variety of business settings. Matt’s background includes training evaluation methods, training program management in both centralized and decentralized environments, technical communications management, instructional design program management, quality assurance, and help desk management.
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Michael Schreiner
Senior Director of Content
Vector Solutions
Michael Schreiner, a senior director of content at Vector Solutions, is a learning and human performance improvement professional with over 20 years of experience managing and directing the functional and strategic activities of learning and development teams. His core strengths are in human performance improvement; instructional design; and people, project, and change management. As a project management professional (PMP) certified by the Project Management Institute (PMI), Michael is intensely focused on delivering quality learning solutions on time, within budget, and within scope. He is adept at aligning performance improvement solutions to a company’s long-term goals and value proposition.
806 Three Things You Need to Know to Develop mLearning Using HTML5
8:30 AM - 9:30 AM Thursday, June 26
Nautilus 1
There’s a great deal of discussion about HTML5 and how it is changing the future of the web. While there is tremendous potential in place, there is still much confusion about what its impact is on technology-based learning, and what steps learning professionals should be taking to develop specifically for HTML5.
In this session participants will learn the three key things learning professionals need to know about HTML5 before you start designing programs using that output. You will learn the importance of HTML5 for mobile learning. You will explore the many reasons HTML5 serves as a viable alternative to Flash. You will leave this session with a number of tips that will leave you better prepared and better informed to design mobile learning courses that will look great and function as intended in HTML5.
In this session, you will learn:
- What HTML5 is and how it impacts eLearning
- What you need to know before you start HTML5 development
- How various devices and browsers affect your HTML5 content
- Best practices for designing mLearning for HTML5
Audience:
Novice to advanced designers, developers, and managers.
Technology
discussed in this session:
HTML5.
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Nicole Legault
Community Manager
Articulate
Nicole Legault is a community manager at the software company Articulate. Nicole has a varied skill set that includes expertise in instructional design, eLearning development, and more. She has written hundreds of articles on the topic of eLearning and instructional design. She is a skilled public speaker and has delivered many hours of training and presentations on a variety of topics related to training. Nicole strives to create engaging sessions based on practical skills that can be used immediately on the job.
908 Real-world Responsive Web Design: A Case Study of the mLearnCon Website
9:45 AM - 10:45 AM Thursday, June 26
Marina 5
The increase in mobile usage has led to an expectation in consumers to have a seamless experience across all devices. This creates challenges for designers, who now need to design content that works not only on desktops, smartphones, and tablets, but on devices with varying screen sizes within each category. Responsive design is a great solution to the fragmentation of devices across smartphones, tablet, desktop, and more.
In this session you will explore a case study of The eLearning Guild’s efforts to adapt the mLearnCon website template into a mobile-friendly, responsive site viewable across all devices. You will learn the challenges we encountered along the way and how we overcame them. You will discover best practices and methodologies to wireframe, design, and code your own responsive site. You will explore the initial design considerations and key implementation choices and issues, and see some examples of the code changes.
In this session, you will learn:
- The core elements of a responsive design
- How to define a site’s specifications for each breakpoint
- How to optimize design and graphics for user interactivity and experience
- How to utilize media queries, viewport settings, grid system, and flexible images for multiple break points
Audience:
Novice to intermediate designers and developers.
Technology
discussed in this session:
PC, tablets, smartphones, HTML5, CSS3, and JavaScript.
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Crystal Rose
Director, Web & Data Strategy
The eLearning Guild
Crystal Rose is the director of web and data strategy for The eLearning Guild. She is responsible for the front-end design and maintenance for all Guild sites, including eLearningGuild.com and LearningSolutionsMagazine.com, and for the development of five websites annually for the company’s face-to-face tradeshows. Prior to joining The eLearning Guild, Crystal worked as the lead UI developer for two Silicon Valley start-ups focused on improving their respective industries. Crystal holds a BA from the University of California, Santa Barbara.
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Tiffany Le Brun
Email/Web Developer
The eLearning Guild
Tiffany Le Brun is the email/web developer for The eLearning Guild. She designs and develops all of the external emails for the Guild, and assists in the design and development of the Guild websites. Tiffany has seven years of experience in web and graphic design, which includes designing user interfaces for eCommerce sites, developing responsive sites for small businesses, and creating marketing collateral for various industries. Tiffany holds a BFA in multimedia design from the University of Oregon.