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Piloting games for educational purposes

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3 NOKIA elearning strategy and vision presentation.ppt - 2002 - Nokia E-learning team ... Common pedagogics. Common processes. Common platform. B2E. B2B. B2C ... – PowerPoint PPT presentation

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Title: Piloting games for educational purposes


1
Piloting games for educational purposes
Andreas Forsberg Nokia e-learning November
2002
2
Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
  • Nokia overview

3
Balanced global market presence
Nokia's Largest Markets 2001
Net sales 2001 EUR 31.2 billion
Biggest markets US, China and UK
Net sales, EURm
1 EUR 0.9026 USD (December 31, 2001)
4
Committed Nokia Team
  • 53 849 employees at the year-end (60 289 end of
    2000)
  • Nokia's personnel decreased by 6 440 employees in
    2001

23 965
19 392
28 047
26 453
Nokia Networks Nokia Mobile Phones Nokia Ventures
Organization Common Group Functions
2 570
1 886
6 118
5 707
5
Life Goes Mobile Now!
6
Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
  • Nokia's vision for e-learning for the extended
    supply chain

7
Scope enabling e-learning across the Nokia
supply chain
End result Enabling Nokia to deliver learning to
over 200 million people
8
Our e-learning strategy is moving towards
integrated knowledge creation and learning
9
E-learning creation process
  • Product / service content focus
  • Business unit driven
  • Target group (B2E, B2B, B2C)
  • Multiple packaging technologies
  • Centrally driven pedagogical technical
    standards, processes, guidelines and vendors
  • Room for innovation

Nokia content creation process
E-learning history Phase I E-books Phase II
Basic interaction Phase III Diversified
interactivity Phase IV Mobility gaming
  • Learning points
  • Technical issues should not be restrictive
  • Need for flexibility
  • Importance of scalability

10
E-learning for end user customers
  • Everyone who purchases a device wants to learn
    how to use it but customers also have learning
    needs at each stage of the customer promise

11
Partner education is key to sales success
  • Increased product complexity requires new
    educational models
  • E-learning integral part of Nokias B2B model and
    process
  • examples of B2B e-learning in Nokia
  • Phone dealers e-learning content for every Nokia
    Phone (22 languages)
  • Phone repair shops Streaming video packages
  • Telco's technology self-study packages with
    access to Nokia experts, virtual classrooms and
    e-communities

12
E-learning for Nokia employees
  • Comprehensive e-learning portfolio available
    through a Learning Market Place
  • Multiple delivery methods, self study, virtual
    classroom, blended solutions
  • Some courses are free and others are charged to
    learners department
  • Learners get a personal learning history

13
Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
  • Games for educational purposes

14
New aspects Mobility Games
  • Interactivity
  • Drama
  • Engagement
  • Visualization
  • Social context
  • Competition

15
Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
  • Lessons learned

16
Lessons learned 1/2
  • Games could be used to enliven learning modules
    by creating a sense of drama by which context for
    learning could be provided. The context provided
    would enable learners to create some level of
    meaning or personal models of belief and
    understanding out of the information in relation
    to something else, i.e. the content.
  • Context would facilitate the actual application
    of the distributed information and the acquired
    knowledge (I know That) into practice and doing(I
    Know and Understand How to apply). Herein lies a
    promise of greater Return On Investment for Nokia
    in terms of improved processes, projects,
    services and products.

17
Lessons learned 2/2
  • Games could also be used to provide engagement
    and energy that helps learners commit to the
    change and the hard work that learning undeniably
    implies. Hard facts and logical reasoning that
    have traditionally dominated the learning
    discussion cannot simply do the job alone.
  • Games or game like structure and design could
    help stimulate thinking out of the box and beyond
    traditional boundaries. Games could be used to
    boost, not only learning but also creativity and
    innovation.
  • Ideally, computer games and other e-learning
    experiences should leave participants free to
    interact and make choices that directly impact
    the outcome. The choices you make lead to
    different outcomes. Each time you play, you
    learn, and ultimately master the gameand
    consequently the content.

18
Questions?
Thank you for your attention!
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