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Education 2.3m Mobile eLearning erwin huang, convener eLearning Consortium Feb 2010 Friday, 4 March 2011

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Page 1: Education 2.3 m erwin

Education 2.3mMobile eLearning

erwin huang, convener eLearning Consortium

Feb 2010

Friday, 4 March 2011

Page 2: Education 2.3 m erwin

ed 2.3m agenda

•eLearning. Mobile. Tablets. Connection everywhere..

•Trends

•Device + Cloud

•Discussions

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Visions

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A Changing world..

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A Changing world..

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A Changing world..

Friday, 4 March 2011

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A Changing world..

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A Changing world..

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A Changing world..

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A Changing world..

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Disruptive Technologies

• From Translation to Transformation

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Translation

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Translation

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Translation• Kill Less Trees

• Searchable

• Light, read anywhere

• Multimedia

Friday, 4 March 2011

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Translation• Kill Less Trees

• Searchable

• Light, read anywhere

• Multimedia

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Transformation• Collaborative Learning

• Learn anywhere

• Learning to Learn

• Training Future Leaders

• vs Training Professional

• Student Centric learning

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Teacher Centric Learning

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Teacher Centric Learning

• Current Classrooms:

• Learning 1.0

• Teacher centric

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Teacher Centric Learning

• Current Classrooms:

• Learning 1.0

• Teacher centric

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the 2.0 Student

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the 2.0 Student

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Student Centric Learning

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Student Centric Learning

• Future Classroom:

• Student centric

• teacher becomes:

• Mentor

• Problem Solver

• Support

• Tour guide

• Librarian

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Student Centric Learning

• Future Classroom:

• Student centric

• teacher becomes:

• Mentor

• Problem Solver

• Support

• Tour guide

• Librarian

Friday, 4 March 2011

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Changing Landscape

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Changing Landscape

• Unlimited Knowledge

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Changing Landscape

• Unlimited Knowledge

• New User Experience

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

• Cloud Based Learning

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

• Cloud Based Learning

• Leveled Playing Field

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

• Cloud Based Learning

• Leveled Playing Field

• Social Media

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

• Cloud Based Learning

• Leveled Playing Field

• Social Media

• Changing role of the Educator x Learner

Friday, 4 March 2011

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Changing Landscape

• Unlimited Knowledge

• New User Experience

• User Centricity

• Knowledge Anywhere, AnyTime

• Cloud Based Learning

• Leveled Playing Field

• Social Media

• Changing role of the Educator x Learner

• Changing model for the Publishers

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Learning anywhere anytime

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Learning anywhere anytime

• the Rise of the Ubiquitous computing

• Wireless Connection everywhere

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Learning anywhere anytime

• the Rise of the Ubiquitous computing

• Wireless Connection everywhere

• the Rise of the Content Consumption devices / Tablets

• Breakthru in User Experience

• Breakthru in Battery and Power Management

Friday, 4 March 2011

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Learning anywhere anytime

• the Rise of the Ubiquitous computing

• Wireless Connection everywhere

• the Rise of the Content Consumption devices / Tablets

• Breakthru in User Experience

• Breakthru in Battery and Power Management

• the Rise of Cloud Computing

Friday, 4 March 2011

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summary

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summary

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summary

• Vision, Student Centric Learning

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summary

• Vision, Student Centric Learning

• Cases

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eLCInitiatives 2011-12

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eLCInitiatives 2011-12

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eLCInitiatives 2011-12

• Education 2.x conferences

• Exhibitions and Marketplace

• Pilots

• Consumer education

• thru Publications and web 2.0

• Digital Inclusion Projects

• Enabling Tech:

• Mobile App Platforms

• Cloud based computing

• Play and Learn

• Social Media

• The Production of eLearning

Friday, 4 March 2011

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eLCOrganization

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eLCOrganization

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

Friday, 4 March 2011

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

Friday, 4 March 2011

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

Friday, 4 March 2011

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors

Friday, 4 March 2011

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors

Friday, 4 March 2011

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eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors

Friday, 4 March 2011

Page 62: Education 2.3 m erwin

eLCOrganization

• Core Members• Education and Publish• Platform• Network and Mobile

• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors

Friday, 4 March 2011

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eLC Education 2.x Conferences

• Sept 2010, International Perspective

• Dec 2010, Mobile Advanced Technology

• Feb 2011, Play and Learn

• June 2011, eLearning Case Sharing

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Exhibitions and Marketplace

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Exhibitions and Marketplace

• Working with EdMall

• Help to make B2C marketplace develop

• Encourage publishers adoption, competition

• Exhibition?

Friday, 4 March 2011

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Exhibitions and Marketplace

• Working with EdMall

• Help to make B2C marketplace develop

• Encourage publishers adoption, competition

• Exhibition?

Friday, 4 March 2011

Page 67: Education 2.3 m erwin

Exhibitions and Marketplace

• Working with EdMall

• Help to make B2C marketplace develop

• Encourage publishers adoption, competition

• Exhibition?

Friday, 4 March 2011

Page 68: Education 2.3 m erwin

Exhibitions and Marketplace

• Working with EdMall

• Help to make B2C marketplace develop

• Encourage publishers adoption, competition

• Exhibition?

Friday, 4 March 2011

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Exhibitions and Marketplace

• Working with EdMall

• Help to make B2C marketplace develop

• Encourage publishers adoption, competition

• Exhibition?

Friday, 4 March 2011

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eLearning ConsortiumCore Values

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eLearning ConsortiumCore Values

Biz models and Society

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model2. Champion Consumer Value

Friday, 4 March 2011

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition

& Collaboration

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition

& Collaboration4. Promote Choice

Friday, 4 March 2011

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition

& Collaboration4. Promote Choice5. Encourage Innovation

Friday, 4 March 2011

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eLearning ConsortiumCore Values

Biz models and Society

1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition

& Collaboration4. Promote Choice5. Encourage Innovation6. Sustainability

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eLCCore Values

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eLCCore Values

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eLCCore Values

Society

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eLCCore Values

Society

1. Learner Empowerment

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eLCCore Values

Society

1. Learner Empowerment2. Consumer Empowerment

Friday, 4 March 2011

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eLCCore Values

Society

1. Learner Empowerment2. Consumer Empowerment3. Knowledge Society

Friday, 4 March 2011

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eLCCore Values

Society

1. Learner Empowerment2. Consumer Empowerment3. Knowledge Society4. Bridging the Digital Gap

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eLCCore Values

Technology

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eLCCore Values

Technology

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eLCCore Values

Technology

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eLCCore Values

Technology

1. User Engagement Centric

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

3. vs “Reinvent the Wheel”

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

3. vs “Reinvent the Wheel”

4. Promote De Facto Stds

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

3. vs “Reinvent the Wheel”

4. Promote De Facto Stds

5. Use the Market Force

Friday, 4 March 2011

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

3. vs “Reinvent the Wheel”

4. Promote De Facto Stds

5. Use the Market Force

6. Learn Anywhere, Anytime

Friday, 4 March 2011

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eLCCore Values

Technology

1. User Engagement Centric

2. Open Technologies

3. vs “Reinvent the Wheel”

4. Promote De Facto Stds

5. Use the Market Force

6. Learn Anywhere, Anytime

7. Affordability

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eLCCore Values

Friday, 4 March 2011

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eLCCore Values

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eLCCore Values

Learning

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eLCCore Values

Learning

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eLCCore Values

Learning

1. Student Centric Learning

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eLCCore Values

Learning

1. Student Centric Learning2. Exploratory

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eLCCore Values

Learning

1. Student Centric Learning2. Exploratory3. Learning to Learn

Friday, 4 March 2011

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eLCCore Values

Learning

1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving

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eLCCore Values

Learning

1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving5. Learn Anywhere, Anytime

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eLCCore Values

Learning

1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving5. Learn Anywhere, Anytime6. Community Care

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the Gaming world..

which platform has the most games?

Friday, 4 March 2011

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the Gaming world..

which platform has the most games?

Friday, 4 March 2011

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the Gaming world..

which platform has the most games?

Friday, 4 March 2011

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the Gaming world..

which platform has the most games?

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the Gaming world..

which platform has the most games?

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Largest Music store?

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Largest Music store?

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Bite size snack..

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Bite size snack..US$0.99 Magic Price

Games/Songs/TVShow

US$9.99 books

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Apps = Innovation

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Apps = Innovation1 Billion downloads in 10 months

Fastest growing software market in the world

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Cloud based Learning

• Learn Anytime! Anywhere!• Always updated• Always in sync • Encourage Collabration• Student Profile exchange• less support cost and more device

choices

Friday, 4 March 2011