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Smart Learning Solutions. Our team Concept Content Presentation Delivery learning & development consultancy learning solution design learning solution.

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Presentation on theme: "Smart Learning Solutions. Our team Concept Content Presentation Delivery learning & development consultancy learning solution design learning solution."— Presentation transcript:

1 Smart Learning Solutions

2 Our team Concept Content Presentation Delivery learning & development consultancy learning solution design learning solution manuscripting effective storytelling animation design graphics design video & audio expertise media technology expertise learning infrastructure expertise learning delivery channel implementation community-based learning service

3 Our customers

4 Different situations? Different solutions. Sales and product training example

5 1 Understand Meeting you to explore your needs is where we start all our projects. 2 Define Together we create a pedagogically sound concept for your tailored Smart Learning Solution.

6 This is where the magic happens! Our team of instructional designers, content experts, writers, graphic designers and developers work away to bring the concept to life. 3 Create We can then ensure everything is ready and working well; let us know if we need to make some final tweaks. 4 Review

7 Then we will send you your new Smart Learning Solution, ready for implementation. 5 Deliver Each project ends with ensuring your satisfaction and receiving feedback that we can use to improve and develop going forward. 6 Follow-up

8 Hands-on training Virtual training solutions Classroom solutions eLearning solutions Video productions Individual services mLearning Goal Animations, photography, multimedia Product documentation Product training Sales training Customer training Care training Online technology training Increase sales Enhance customer satisfaction Increase productivity & quality Social learning MainstreamConsiderable future potential Webcast Solution map

9 Company details

10 Bitville: Details » Founded in 1996 » eLearning & multimedia production since 1996 » Strong focus on mobile communications-related material production » Technical documentation production since 2004 » Application development since 2007 » Team of approximately 15 persons » Staff consists of content experts, writers, graphical designers, media experts and programmers » More than 500 eLearning projects completed » Office in Innopoli Technology Center, Espoo.

11  Long-lasting cooperation  Student projects  Work placement & summer jobs  Thesis works  Recruitment  Lectures and labs  Experimental projects Bitville & Metropolia

12 Common production types

13 Bitville: eLearning production » eLearning since 1996 » Focus on mobile communications, telecom and IT » Custom eLearning projects for customer-specific products and technologies » Various media elements can be used, including animation, audio, and video.

14 Bitville: Multimedia production » Video production, audio production, graphic design and web content

15 Bitville: Technical documentation » All writers hold at least a M.Sc. degree » Complete technical documentation projects including technical writing, graphics production, information coordination, and library planning » User guides, manuals, installation guides, commission guides, etc.

16 Bitville: competences and roles  Project manager  Expertise: content expert, technology expert, language consultant  Design: pedagogal designer, concept desinger, graphical designer  Copywriting: scriptwriter, techical writer  Development: multimedia developer, web developer, software developer  Picture & video: director, cameraman, video editor/colorist, photographer  Audio: voice actor, audio recorder, audio editor

17 Project types, environments and tools (1/2)  eLearning  Planning / Pedagogical Design  Storyboarding  Multimedia Production / Integration  Flash, Photoshop  Technical Documentation  Technical Writing  Information Coordination  Language Consulting

18 Project types, environments and tools (2/2)  Multimedia Production  Animation Production (Flash)  AV Production (Premiere, After Effects, Sound Forge)  Website Production  Webcasts / Online Presentations  Internet Applications  Ruby on Rails applications  HTML5, JavaScript  User Interface Design  Application Development  Consulting

19 eLearning

20 eLearning: general  Learning aided by information and communication technologies  Uses multimedia, user experience design and high availability to add value for the learning  Is used to complement traditional learning, not to replace it  Implies cost savings  Directly (material, travel and space savings, reproducibility)  Indirectly (distribution speed, up-to-date information)

21 Typical eLearning view

22 eLearning types  Online learning  Standalone or grouped eLearning-courses  Delivered through internet or company intranet  Usually distributed using an LMS:n (Learning Management System)  Mobile learning(mLearning)  Mobile phones and other personal devices accessible anywhere  Content and presentation are limited by the target device resources  Virtual Classroom  Classroom training/learning converted to online distribution  I.e. online-seminars, real-time training sessions (webcasts etc)  Might include tutoring, exercises, tests

23 Flash as a tool for eLearning Flexibility: Animation Video Audio Exercises Language versions and localization (XML) ‏ Modular development Compatibility: Single point of entry for different web browsers Wide operating system support

24 1-5 writers ~1000+ learners 1- 3 years publication eLearning: Before

25 ~1000+ contributors Single users 1- 3 months Information repository eLearning: Future

26 Future of online learning Bitville Oy Antti Keurulainen

27 Our two focus areas » Community based learning » Campaign based implementation

28 Community based learning  Liberate knowledge  Share learners knowledge (polls…)  Allow distributed ownership  Allow learners to participate to the content creaiton  Reward for participation  Highlight best performance (top lists…)  Make contribution easy and fun  Bring the content to learners  Share interest  Community shares best practices (comments…)  Focus on people  Create content based on learners needs and posiblities  Discover expertise  Highlight experts and share their knowledge  Reveal innovation  Create feedback channel  Exploit user motivation  Highlight most motivated users

29 Campaign based implementation Time Learning Building awareness Allowing consideration Action Engagement Required intensity Intensity Time Pre-work Pre-info Information Pre-test Invitation Launch Classroom Conference Webinar Workshop Campaign Online courses Using in daily work Assessing in real world Sharing experiences Embedded to daily work Sharing best practices Sharing interest Innovating improvements

30 Desktop browsers 1) http://en.wikipedia.org/wiki/Usage_share_of_web_browsers

31 HTML5 support in desktop 1) http://edudemic.com/wp-content/uploads/2010/06/html5infographic.jpghttp://html5demos.com/

32 Desktop vs Mobile

33 Tablets vs Smartphones growth rate 1) http://success.adobe.com/assets/en/downloads/whitepaper/13926.tablets-brand-engagement-v5.pdf “At this faster growth rate, tablet visits will surpass smartphone visits by early 2013 and generate over 10% of website visits in 2014.” 1)

34 How we use our smartphones 1) http://www.telegraph.co.uk/technology/mobile-phones/9365085/Smartphones-hardly-used-for-calls.html#

35 Tech demos » http://responsejs.com/ » share.yu-as.com/smokers/# » http://discover.store.sony.com/tablet/#specs/details » www.mediaelementjs.com (video)

36 Flash as a tool

37 Flash: Overview  What it might mean?  Environment or technology  Authoring tool(s)  Player  Graphical environment for animation and application design/development  Support for vector graphics  Support for embedded media (audio & video)  Extensive scripting/programming framework  ”Compiled” from source authoring files

38 Flash: Usage  Mainly used for web content  Online video  Ads & animations  Rich user interfaces & web applications  Possible to use for offline applications  Published as executable containing the player  Adobe AIR  MDM Zinc or other third-party projector tools  Other uses  Prototyping, showcasing, rapid application development  Creating utilities for specific purposes

39 Flash: Possibilities  Authoring & workflow  Lot of things can be done in a single application  No need for deep knowledge when starting the authoring  Integration with other Adobe’s tools  Usage & viewing  Less browser and OS specific differences  Widely available  Controlled look & feel  Possibilities to enhance user experience

40 Flash: Challenges  Not an open standard  Performance issues  Aggressive usage in ads  Availability not perfect  Might need a separate player installation  Not available for some OS’s  Mobile usage is limited by technology and business decisions

41 Flash: Alternatives  HTML5 (online video)  JavaScript (AJAX)  Microsoft SilverLight  Java

42 Questions?

43 Tips  Introduce yourself to new tools & workflows  Find your area of interest  First, learn only the major points  Learning how to work with projects and teams  Keep things agile

44 Contact us CEO Antti Keurulainen +358 40 580 0802 antti.keurulainen@bitville.fi Smart Learning Solutions Jouko Ranta Learning Solution Consultant + 358 40 579 8098 jouko.ranta@bitville.fi You can visit us at: Tekniikantie 12 (Innopoli 1 technology center) 02150 Espoo, Finland +358 10 759 7501 bitville@bitville.fi HelsinkiEspoo Smart Learning Solutions Edward Ford Learning Solution Consultant + 358 44 702 1406 edward.ford@bitville.fi

45 Thank you!


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