What does the 6th annual Learning in the Workplace Survey say about the state – as well as the future – of L&D? — from modernworkplacelearning.com by Jane Hart
Excerpt:
(NI = Not important, QI=Quite Important, VI=Very Important, Ess=Essential)
Campus Technology Announces 2017 Impact Award Honorees — from campustechnology.com
Excerpt:
“When you consider the use of technology in education, one of the most important factors is impact — how it benefits students, improves teaching, streamlines costs, contributes to the community, furthers the institutional mission, etc.,” said Rhea Kelly, executive editor of Campus Technology. “These 10 projects are making a difference in higher education in variety of inspiring ways, and we are so pleased to recognize them with this year’s Impact Awards.”
From DSC:
I was a Member of the Review Board for this year’s Impact Awards program. As such, I want to extend my sincere congratulations to these recipients! I also want to extend congratulations to the many other people/organizations who — though they didn’t win an award this year — are doing some great work out there as well!

Campus Technology 2017: Virtual Reality Is More Than a New Medium — from edtechmagazine.com by Amy Burroughs
Experts weigh in on the future of VR in higher education.
Excerpts:
“It’s actually getting pretty exciting,” Georgieva said, noting that legacy companies and startups alike have projects in the works that will soon be on the market. Look for standalone, wireless VR headsets later this year from Facebook and Google.
“I think it’s going to be a universal device,” he said. “Eventually, we’ll end up with some kind of glasses where we can just dial in the level of immersion that we want.”
— Per Emery Craig, at Campus Technology 2017 Conference
…
“Doing VR for the sake of VR makes no sense whatsoever,” Craig said. “Ask when does it make sense to do this in VR? Does a sense of presence help this, or is it better suited to traditional media?”
Virtual Reality: The User Experience of Story — from blogs.adobe.com
Excerpt:
Solving the content problems in VR requires new skills that are only just starting to be developed and understood, skills that are quite different from traditional storytelling. VR is a nascent medium. One part story, one part experience. And while many of the concepts from film and theater can be used, storytelling through VR is not like making a movie or a play.
In VR, the user has to be guided through an experience of a story, which means many of the challenges in telling a VR story are closer to UX design than anything from film or theater.
Take the issue of frameless scenes. In a VR experience, there are no borders, and no guarantees where a user will look. Scenes must be designed to attract user attention, in order to guide them through the experience of a story.
Sound design, staging cues, lighting effects, and movement can all be used to draw a user’s attention.
However, it’s a fine balance between attraction to distraction.
“In VR, it’s easy to overwhelm the user. If you see a flashing light and in the background, you hear a sharp siren, and then something moves, you’ve given the user too many things to understand,” says Di Dang, User Experience Lead at POP, Seattle. “Be intentional and deliberate about how you grab audience attention.”
VR is a storytelling superpower. No other medium has the quite the same potential to create empathy and drive human connection. Because viewers are for all intents and purposes living the experience, they walk away with that history coded into their memory banks—easily accessible for future responses.
Google’s latest VR experiment is teaching people how to make coffee — from techradar.com by Parker Wilhelm
All in a quest to see how effective learning in virtual reality is
Excerpt:
Teaching with a simulation is no new concept, but Google’s Daydream Labs wants to see exactly how useful virtual reality can be for teaching people practical skills.
In a recent experiment, Google ran a simulation of an interactive espresso machine in VR. From there, it had a group of people try their virtual hand at brewing a cup of java before being tasked to make the real thing.
Addendum on 7/26/17:
4 ways augmented reality could change corporate training forever –from by Jay Samit
Excerpt:
In the coming years, machine learning and augmented reality will likely take both educational approaches to the next level by empowering workers to have the latest, most accurate information available in context, when and where they need it most.
Here are four ways that digital reality can revolutionize corporate training…
…augmented reality (AR) is poised not only to address issues faced by our aging workforce, but to fundamentality increase productivity by changing how all employees are trained in the future.
6 Ways to Accelerate Learning in Your Virtual Classroom —- from td.org by Cynthia Clay
Excerpt:
When you move into the virtual classroom, whether as an instructional designer or a trainer, you quickly discover that guidelines for instruction in the traditional classroom may not help as much as you expected. You might have a bevy of questions: Should I use more slides or fewer? Should I present more content or streamline what I have? What about chat? Should I turn it on and let people talk to each other or turn it off so they focus on what I say? Should I put myself on camera throughout the session or just display a photograph at the opening?
How you answer those questions will either expedite or decelerate the learning experience. The following six accelerators make the difference between delivering learning that sticks and learning that’s forgotten by Friday.
How Amazon’s purchase of Whole Foods highlights the hybrid, ‘omnichannel’ future of higher ed — from edsurge.com by Sean Gallagher
Excerpt:
The expectation that students can integrate their learning experiences across channels is now arriving in higher education. Online education has reached a tipping point where almost 30 percent of all students in U.S. higher education are enrolled in at least one online college course. A significant number of students are already blending their experience across online and offline channels—and numerous data points speak to the evolving value of blending online delivery with physical presence, as suggested by Amazon.
In national surveys of prospective adult students that we have conducted regularly at Northeastern University over recent years, we have consistently found that 60 percent of students prefer a blended or hybrid learning experience. In other words, the majority of the higher education student market is neglected by today’s dominant approach that focuses on offering either online or in-person programs.
…
Like Amazon, the colleges and universities that are able to deliver across channels—leveraging the combination of physical presence and online algorithms—will be uniquely positioned to take advantage of the in-demand, destination nature of studying in certain cities; the local sourcing of faculty; and proximity to key employers, industries, and job opportunities.
Over the next decade, growth and competitive success in higher education will not be a function of who is able to offer online programs. Instead, the successful institutions will be those who can symbiotically integrate their placed-based educational operations and experiences with software-driven analytics, learning science, and machine learning to create a more personalized experience. A more Amazon-like experience.
From DSC:
A few side comments here:
