App Review 5: MindTools

Mind Tools Menu

Website:  https://www.mindtools.com/

Operating Systems:  iOS, Android and Windows

Category:  Instructive, knowledge and skill building

Type of Learning:  Formal

Learner Needs:  Cognitive, affective

Cost:  Free access to 120+ tools, member login to access 1,800+ tools for a fee

What it is:  Mind Tools provides a catalog of courses on a variety of topics to build skills.

Review: The free version of the app includes everything from career, communication, creativity, decision making, leadership, problem solving and project management skills.  The courses are formatted in an article-like layout and many include text and multimedia content to communicate the topic. The content that Mind Tools offers is very focused and concise.  The format makes it feel like you are browsing the web rather than learning something.  This would be a great resource to use for self-direct learning in which learners can explore their own path and focus on skills that they are aware they need to work on.  However, I do not see an assessment or ability to customize a learning track.  The app does identify a list of new content.  I also do not see a way to contribute information to the platform.  There may be advanced features included with the membership platform that allow for contribution.

Why use it? The app offers a nice catalog of content that supports learners who wish to be in control and are motivated to explore the information.  It is easily accessed on a mobile device and would be a good complement to more formal employee development programs.  Mind Tools draws on adult learning theory including being self-directed and a readiness to learn.

Risks:  Limited as there is no user interaction.

 

 

App Review 4: LinkedIn Learning

LinkedIn Learning

Website:  https://www.linkedin.com/learning/

Operating Systems:  iOS, Android and Windows

Category:  Instructive, knowledge and skill building

Type of Learning:  Formal

Learner Needs:  Cognitive, affective

Cost:  $29.99/month per user or $299.88/year with enterprise discounts available

What it is:  LinkedIn Learning offers skill-building courses hosted by experts.

Review:  As a Penn State student, we have complementary access to Linked In Learning.  I downloaded the app and logged in easily with my PSU credentials.  The interface is simple and I can easily search for a topic or software that I want to learn about.  The courses are multipart with many containing video demonstrations and transcripts.  On my phone, I can even download the course for offline access.  The course has a table of content to navigate and the question and answer section in which course attendees can ask questions and answer questions that others have posted.  I can set a learning goal, save courses for later access and take a curriculum of courses called a “collection” to achieve advanced training much like a certification.

Why use it? LinkedIn Learning is a robust addition to workplace course offerings.  It is expensive, however, when considering the alternative of attending other vendor training on software, it is an extremely cost effective choice.  For example, I recently purchased Articulate Storyline.  A course through an industry organization like ATD may run me near $1,400.  And, LinkedIn Learning would be less than a quarter of that for an entire year’s access.  The course variety fills a gap that many organizations have and it allows learners to be self-directed, creating a path to develop themselves over time.  The courses are not short, but the topics are broken down into digestible chunks so that I may choose to access a topic or learn about an entire software program.  On the app, I’m able to plug in and access my learning at anytime and anywhere.  There is limited collaboration between learners in the LinkedIn Learning environment.  But, many of the topics are beneficial to people in organizations who are individual contributors in specialized roles that may otherwise not be supported by traditional workplace training offerings.  The app supports adult learners needs to be self-directed, internally motivated and ready to learn.  It also would contribute to identity development, specifically due to the course paths that may be taken to develop skills related to a career the learner would like to move into.

Risks:  Limited as user interaction is specific to discussion boards.

 

App Review 3: Yammer

Website:  www.yammer.com

Operating Systems:  iOS, Android and Windows

Category:  Constructive, collaborative, communication and learning support

Type of Learning:  Informal and implicit

Learner Needs:  Cognitive, social, affective

Cost:  Free version with limited features or starting at $3.00 per month per user.

What it is:  Yammer is an organization-based social network platform that allows employees to connect through posts, videos, documents and links.  Groups can be based on job related categories such as location, department, or task focus and interest-driven groups maybe created as well.   Yammer is often compared to other social platforms like Facebook; however, Yammer is internally based.  Yammer is offered as part of the Office 365 Suite.  Yammer can also be used to offer live training and meetings.

Review:  Installation of the Yammer app was smooth and I was able to access Yammer sites for Penn State using my PSU email and my work email.  For this review, I’ll focus on uses in my workplace.  The app displayed the content that I have viewed on the desktop version well.  I could easily access my feed, groups, inbox and notifications.  In addition, I can easily make a new post including a link or image.  My colleague’s photos show with their comments and that is a nice way to stay connected to people that I do not see on a regular basis—I work remote a lot and it is valuable to me to stay connect so that I feel like I am contributing to the engagement and culture.  Some of the posts that I viewed relate to knowledge items and topics.

Why use it?  Although my organization does not currently use the live training features, I think that it would be a really great option for communications and webinars.  And, even more so because these could be accessed from the palm of one’s hand.  It would be interesting to start creating new hire cohort groups in Yammer so that new hires could stay connected closely with the network of people that they started working with.  Maybe a trainer could monitor the group and help with any questions or resources they might need.  As the new hires use the app to communicate with their cohort, they could post photos of resources, videos of them doing tasks, etc. to help each other learn with and from one another.  While the focus of the app is communication, the tool can help support post-class retention by reminding learners of information through facilitator postings and polling.  This will help recall and knowledge sharing throughout the organization.  The app supports adult learners who are self-directed and have experience to share with others.

Risks:  Privacy due to the organization’s intellectual property possibly being posted as content.  Bullying would be possible due to the social networking features of the app.

App Review 2: Boost HQ

Boost HQ Menu

 

Website:  https://skyprep.com/boosthq/

Operating Systems:  iOS, Android and Windows

Category:  Customizable, collaboration, learning support and reference

Type of Learning:  Informal, formal and implicit

Learner Needs:  Cognitive, social, affective

Cost:  $239/month for up to 100 users and up

What it is: Boost HQ is knowledge sharing platform for organizations that allows users to access the knowledge base from a desktop or mobile app.  Users can add, view and update content.

Review:  To test out Boost HQ, I accessed a free trial and set up a team.  I downloaded the app and explored the features.  The user interface is clean and modern.  The homepage of the app shows me the groups I am assigned to and allows me to add content which can be a file, photo, video, direct YouTube link or even to ask a question.  When I tap the discussion tab, I am taken to a second tab that shows group discussions on content.  The app allows users to have resources in the palm of their hands and also contribute to the knowledge base on the go.

Why use it?  In workplace education, post-training support is a huge key to successful retention of new knowledge and sustained behavior change.  Often, resources are in paper form or on a company’s intranet portal.  Many times, only certain employees have access to contribute to the knowledge base content.  Tools like Boost HQ increase collaboration by allowing multiple contributors to supply information to the knowledge base.  Also, as employees use the information, they are able to update it if needed to help improve the accuracy of the information.  Supporting employees learning with tools like Boost HQ will increase engagement and integrate a culture of knowledge sharing and support.  This type of culture will support and improve learning transfer.  The app appeals to a few adult learning principles including:  self-directedness, problem-oriented and experienced.  Allowing more experienced employees to help support those learning brings a level of authenticity to the knowledge items.  The app would also support education using authentic settings and collaboration as Boost HQ is a repository for organizational knowledge.

Risks:  Privacy due to the organization’s intellectual property possibly being posted as knowledge base content.

App Review 1: Talent Cards

Talent Cards Menu

Website:  www.talentcards.com

Operating Systems:  iOS, Android and Windows

Cost:  Free for up to 5 users, $49/month for 50 users and up

Category:  Instructive, knowledge and skill building

Type of Learning:  Formal

Learner Needs:  Cognitive, affective

What it is:  Learners use their device to access learning cards.  These cards are like micro learning lessons that can be enhanced with links, video or audio.  Quizzes can be added and have game elements to motivate and engage learners.  Learning cards can be organized in paths and sets to create a curriculum and the program is fully administrable with learner management, branding, and integrations.

 

Talent Cards Course

 

Review:  Installation of the app was a breeze and after downloading the app on my iPhone, I was prompted to enter a code to tie my access to my organization.  The program offers a demonstration mode loaded with a variety of learning card sets.  For this review, I accessed the demo to experience a fully equipped site.  The course I accessed was on communication skills and was built of 29 learning cards and a quiz.  The cards appeared on my screen and to advance through the content I swiped left.  Each card had a point to make regarding communication skills with a graphic to communicate the point.  At the end of the cards, a quiz appeared with a simple interface that provided immediate feedback.  After finishing the set of cards, I can go back to review them or select a new set to explore.

The interface is extremely simple to use and responsive.  Talent cards would be a good compliment to a more robust learning management system by providing on-the-go reinforcement tools.  Completion records are retained in the system so it would be valuable for topics that may require proof of completion.

Why use it?  Talent cards provides bite-sized chunks of information that are digestible.  It is right-sized and right-timed for on-the-go learning and to support post-class retention through continued engagement.  It meets the need of adult learners to be self-directed in their learning and allows for a seamless learning experience as the curriculums can be designed to support in class work.  The app would allow a learner to select topics that appeal to their desire to become something and support identity development.

Risks:  Limited as there is no user interaction.

 

Reflection 4: Augmented Learning

Augmented Learning is very exciting for me in the world of workplace education.  The reality that my learners can experience a modified environment that replicates what they will experience when doing their jobs allows me to design experiences that are realistic and relatable.  As I’ve noted in earlier posts, Adobe Captivate’s new feature to create eLearning courses in a virtual reality format makes it easier for someone like me to use a rapid development tool to create these types of immersive learning experiences.  Captivate calls the feature virtual reality as one could use a VR headset to experience a fully immersive environment (https://helpx.adobe.com/captivate/using/virtual-reality-project.html).  In my uses, it is likely that my learners will not have access to a VR headset; so, the experience will be less immersive.  However, I see tremendous value in having learners experience these courses although their experience will be flattened.  When viewing the course without a VR headset, the learner will use their computer mouse or tap on their mobile device to move through the course elements.

Augmented reality is the next frontier of this kind of learning.  “In AR systems, the user’s perception of the world is altered through the overlaid experiences of virtual and physical phenomena. This differs from virtual reality systems, where the user perceives only virtual or digital stimuli.” (Novak 2012)  I think of technologies like glasses that learners could wear to see elements of an augmented learning experience.  This is the ultimate way to simulate encounters that a learner may have while doing their job.  The learner can wear the technology to provide the augmented layer of reality while they are still perceiving the actual reality triggering all of the senses.  “These systems provide an environment that supports opportunities for higher quality human interaction across the digital and physical worlds.”  (Novak 2012)  Since AR experiences alter the experience of reality for the learner, “AR not only allows real-life simulation but also enables the impossible to be experienced.” (Han 2015)  The possibilities are endless for this type of training.  As Dunleavy noted, “AR is an instructional approach looking for the context where it will be the most effective tool amongst the collection of strategies available to educators.”

I have struggled with this to some extent, even with VR projects.  The technology itself is invigorating and triggers creative ideas on the potential ways AR can be used to support learning transfer.  With VR projects, I envisioned them being especially beneficial for situations in which it is difficult for the learner to authentically experience the events being trained on—like a safety procedure on extinguishing fires or handling a life-threatening emergency like a plane stalling.    I see similar potential with AR as well.  In addition, AR allows the learner to resource material while experiencing the authentic context of the environment.  Novak notes, “current research shows that AR can support just-in-time, context-based learning, and can help to build knowledge-rich environments.”  An example of how this could be used in my environment would be that learners are provided with glasses or a device that would allow them to see the augmented context.  As the learner does their job, they could look at items in the environment and choose to explore information about the items in the environment—maybe they look at a check encoding machine and the device allows them to view a step-by-step process or video on how to complete a task using the machine.  The device could also show hotspots or targets of where to insert the check and give the learner feedback when they perform the task successfully or guide them to the proper way as they make mistakes.  The articles this week on AR discussed using AR capable devices in curation activities and these have potential in my environment as well. (Novak 2012)

Like with many technologies, we learn best practices as we use them.  In Champney’s 2015 study using AR for military training, they noted several recommendations when using AR and these seem valuable for me to consider as I look to use it:

  • Identification of the real and virtual world to reduce frustration.
  • Training for AR users on how to use it.
  • Appropriate level of detail when and where it is needed.
  • Consideration of the amount of time the learner is in the AR environment to avoid sickness.

The potential uses of AR in workplace education are exciting.  As the devices that support AR become more accessible and tools to develop these types of experiences are available, I anticipate using the technology in learning experiences that I design.  However, it will be important to consider the benefits and the costs to make the best use of the technology.

 

Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning (https://courses.worl dcampus.psu.edu/canvas/master/ms-142150-20160602160611/common/corefiles/Dunleavy,_Dede_2014.pdf) . In J. M. Spector et al. (Eds.), Handbook of research on educational communications and technology (pp. 735–745). New York: Springer.

Novak, D., Wang, M., & Callaghan, V. (2012). Looking in, looking out: A discussion of the e ducational affordances of current mobile augmented reality technologies (https://courses.worldc ampus.psu.edu/canvas/master/ms-142150-20160602160611/common/corefiles/AR_k-workplace.pdf) . In J. Jai (Ed.), Educational stages and interactive learning: From kindergarten to workplace training (pp. 92 –206). Hershey, PA: Information Science Reference.

Han, J., Jo, M., Hyun, E., & So, H. J. (2015). Examining young children’s perception toward augmented reality-infused dramatic play (https://www-jstor-org.ezaccess.libraries.psu.edu/stable/24546 629?pq-origsite=summon&seq=1#metadata_info_tab_contents) . Educational Technology Research and Development, 63(3), 455-474.

Champney, R., Lackey, S. J., Stanney, K., & Quinn, S. (2015). Augmented reality training of military tasks: Reactions from subject matter experts (https://courses.worldcampus.psu.edu/canvas/ master/ms-142150-20160602160611/common/corefiles/Champeny_2015_military_AR.pdf) . In R. Shumaker & S. Lackey (Eds.), Virtual, augmented and mixed reality (pp. 251–262). Switzerland: Springer International Publishing.

Reflection 3: Tracking Mobile Learning

Learning happens all around us.  I cannot think of a day when I haven’t reached for a resource to learn something new.  At work, I might reach out to a community of people on my laptop who use a software program that I do to solve a problem.  At home, I might reach for my iPhone to locate a video recipe on preparing the perfect Old Fashioned.  And, as I mentioned in my previous post, I have definitely resourced materials and videos to help me with physical activities.  As Looi describes,

We see that ready‐to‐hand access creates the potential for a new phase in the evolution of technology‐enhanced learning, characterised by ‘seamless learning spaces’ and marked by continuity of the learning experience across different scenarios or contexts, and emerging from the availability of one device or more per student. The challenge is to enable learners to learn whenever they are curious and seamlessly switch between different contexts, such as between formal and informal contexts and between individual and social learning, and by extending the social spaces in which learners interact with each other.

These “seemless learning spaces” support a continual experience of learning and culture of resourcing.  No longer can you not ‘ask for directions.’  The directions are literally in your palm and Siri won’t judge you or critique you for how many times you’ve asked her the same question.  The seamless nature of this experience allows us to find what we need, when we need it and how we need it.  It’s what the talent development folks would view as the ultimate right time learning.

Looi also brings up an issue that I struggle with.  Part of my role is administration of a learning management system for a financial institution.  We are highly regulated and are legally required to prove employees have satisfied training on compliance topics.  The issue of tracking and reporting is difficult in this seamless space.

As we have argued, learning can happen in any situation and context. However, how to capture learning that is not planned, not fixed and probably without validated instruments to measure, and usually individualised, poses great challenges to learning‐science researchers.

In my role, one of my goals is to provide my adult learners choice to support their drive of self-directedness.  To do this, I would like to offer the ability for learners to customize their experience through selecting the way they learn—maybe an in-person class, online course or reading materials—when they learn.  Mobile options would help me advance towards this goal and I’m working on finding a system that can support this kind of structure.

Kearney discussed the ability of m-learning to “transcend   these   spatial   and   temporal restrictions, overcoming ‘‘the need to tie particular activities to particular places or particular times’’(Traxler 2009, 7).”  Just this year, Adobe Captivate came out with the ability to offer virtual reality learning.  It is awesome.  You simply take a 360 photo, upload it to the program and then place targets for the learner to access while viewing the experience.  I see this most valuable in new hire orientation training, facility tours and safety trainings.  It takes an eLearning course from boring to cutting edge with relative ease and, importantly provides the capability of tracking the learners interaction and success in the virtual environment.

Churchill provides the RASE learning design framework and it seems relevant to my applications as well.  The framework describes that success is best achieved when a learning experience includes:  resources, activity, support and evaluation (Churchill 2016).   This reminds me of Horton’s absorb-do-connect model with an additional focus on support (Horton).  I’ll be looking for ways to include more elements of support and evaluation, aside from quizzing in my lessons.

This week’s reading really made me reflect on how I can work to overcome the issue of tracking learning at my organization.  In some situations, I feel that self-reporting could be an option for non-compliance related items.  Or, even a requirement to pass a standard test on the topic but the way in which one learns it is self-selected.  As I work to improve my designs, I see great potential in allowing alternative options—and for many these may be mobile learning experiences.

 

Looi, C.-K., Seow, P., Zhang, B., So, H.-J., Chen, W., & Wong, L.-H. (2010). Leveraging mobile technology for sustainable seamless learning: A research agenda (http://ezaccess.libraries.p su.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=48035657&site=ehost-live&sc ope=site) . British Journal of Educational Technology, 41(2), 154–169.

Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective (https://journal.alt.ac.uk/index.php/rlt/article/view/1225) . Research in Learning Technology, 20(1), 1–17.

Churchill, D., Fox, B., & King, M. (2016). Framework for designing mobile learning environments (https://link-springer-com.ezaccess.libraries.psu.edu/chapter/10.1007/978-981-10-0027-0_1) . In D. Churchill, J. Lu, T. Chiu, & B. Fox (Eds.), Mobile learning design: Theories and applications (pp. 3–25). Singapore: Springer.

Horton, W. (2012).  E-Learning by Design.  San Francisco, CA. Pfeiffer.