Showing posts with label news. Show all posts
Showing posts with label news. Show all posts

Friday, January 15, 2016

The reminder that death gives

It's been a brutal start to the year with the news of several of my favorite musicians and actors passing away weighing heavily on my heart. It's tough to lose someone who has inspired you, entertained you, motivated you, validated you. It's tough to lose several of them within the span of a couple weeks.

It's funny what you think about when you're dealing with loss.

One of my overarching emotional responses has been what I like to think of as my death panic. As someone who likes to dig in and discover the root cause, solve problems and uncover unexpected issues that affect outcomes, death is really my nemesis. It is not a problem to be solved; it just is. And we don't know, no one does, what it really is. Is all of what I am here, right here, right now? All of these feelings and dreams and fears, are they just temporary, wiped out when I die? Or is there something beyond, and if there is, will I get to recognize and experience it?

A lot of questions with no answers + no way to really know = death panic.


But there ARE things you can control here and now. The death of my idols has been the catalyst to
reexamine my priorities. What is the life I really want to lead? Who am I, and who do I want to be for the people I care about? If today was my last day, what would be my regrets?

The big question: am I spending my most valuable resource, time, doing the things that are important to me?

As a product manager, one of the biggest factors in the day to day work that we do is time. Time is a known, limited resource. My whole job is to prioritize and make decisions around scope and urgency. I need to collect data and try to predict the future: what will have the biggest impact? what is the minimum amount of effort that will bring value? what should we do first?

When death affects me, I start applying those product management principles to my life. What is my minimum viable product? What bugs do I need to address? What enhancements do I need to tackle? What other resources do I need?

The world lost an immense amount of talent in a short amount of time; I lost some of my biggest sources of inspiration. As I'm mourning those losses, I'm also trying to appreciate the reminder that death gives. Thank you for one parting lesson, David Bowie, Alan Rickman, Natalie Cole, Lemmy Kilmister and Dan Haggerty.


Tuesday, January 7, 2014

Top # of reasons you should buy my new book, Immersive Learning

It's official! The book is out!

(Ok, technically you could have already pre-ordered it, but today was the official announcement from my publisher, ASTD)

Having stole my own thunder yesterday, I'd like to celebrate the official release by listing the top # of reasons to buy Immersive Learning. I don't know how many reasons I'll come up with, and I titled this blog first, so the exact number of top reasons is a mystery even to me until this post is published. Actually, I'm not even going to count :)

Here we go! Reasons to buy Immersive Learning:
  • You believe that learning is better when it's not passive. 
  • You've ever said "Practice makes perfect," or quoted that "How do you get to Carnegie Hall?" quote. 
  • You think performance objectives are more meaningful than learning objectives.
  • You've ever created an avatar. 
  • You think there must be a better way to assess learning than multiple choice questions. 
  • You have a smartphone. 
  • You've ever played house, army, or, if you were like me, "store."
  • You prefer green apples.
  • You're related to me. 
  • You've played one of my ARGs.  
  • You want to know what an ARG is. 
  • You know who the Underpants Gnomes are. 
  • You work in corporate learning and want to learn a new design skill to add to your designer toolbox. 
  • You work in higher education and want to engage your students in meaningful practice.
  • You work as a K12 teacher and you're looking for ways to transition your classroom to Common Core.
  • You want to flip your classroom or training and want to create amazing application activities with  all that time you used to spend lecturing. 
  • You have a favorite character from a movie or tv show that you quote. 
  • You made a resolution with me and my book can help. 
  • I used you as an example in it.
  • I used someone you know as an example in it. 
  • You are looking for a book to give a great Amazon review. 
  • You haven't spent all of your holiday money on Candy Crush yet. 
  • You believe knowing something and doing it are two totally different things.
  • You heard me speak at a conference and I made some sense.
  • You want to design meaningful and effective learning experiences.  
I'm sure there are more! If you think of any, please add them in the comments. And thank you, THANK YOU, for all of your support!



Monday, January 6, 2014

Book release eve! Immersive Learning has left the building

Well, it's finally here. My book release.

It's been 2 1/2 years and tomorrow, ASTD Publishing will officially announce the release of my first book, Immersive Learning. While I haven't seen the actual physical copy of the book yet, I hear that it is currently on it's way. Last week, in a book marketing call, I had this surreal moment of "OMG MY BOOK IS DONE." Which is true, and has been true for awhile, but there is something pretty amazing about knowing that all of the work that went into it is now, finally, realized in an actual book that you can buy on Amazon.

My kids also think that is pretty cool.

You're going to hear a lot about my book and about immersive learning this year. I'll be speaking and blogging and organizing book clubs and collecting case studies and in general, happily talking about how to design for practice. I am thrilled to have an actual artifact that encapsulates my research, experience and design practices. I'm excited to share it with you, to talk and discuss and debate and to learn.

I thought I would be terrified, putting something so personal out there for the world to critique. But as we're on the cusp of the book launch, all I feel is joy.

So, pick up a copy of my book if you're so inclined and join in the conversation this year about immersive learning. You can even get a free chapter to see what it's all about. Or just make a training resolution with me and commit to making this year a better year for design and learning (or both).

Happy 2014 everyone and thanks for your support!

Sincerely,
Koreen Pagano, Author :) 

Thursday, October 27, 2011

Winning

I design games; I teach game design. I spend a lot of time dissecting motivation, examining what drives behavior. I create competition and scoring structures to reinforce and reward success.

Today's announcement is all about winning.

I started Tandem Learning in February 2008 and started this blog at the same time to document my adventures as an entrepreneur. Some of my posts have been work-related, some personal, but everything I've written has represented my journey, up, down, and sideways over the past three and a half years.

Today's announcement is all about the next phase in that journey.

Last Friday, we signed the paperwork: Ayogo Games has acquired Tandem Learning.

Can I get a Hell Yeah?!?! Woohoo!!!!!
And an OMG. Seriously.

There will be lots of information coming soon about all of the awesome things that will be happening with the merging of Ayogo and Tandem, how our skills and expertise compliment and enhance each other's and the cool work we're already doing together.

But this post is my celebration. My "in your face" to the haters. My happy dance, my victory lap, my WE DID IT!!!

I started a company, I built it up, and I sold it. I set a big scary crazy goal and I achieved it. I didn't give up, I didn't give in and I didn't listen to everyone who told me I couldn't have it all. I've learned so much, about so much...this was an awesome prelude to the next phase.

This is also a thank you, to more people than I can possibly name (except Jedd...how can I not thank Jedd?). I can't begin to express my gratitude, in different ways to different people. For now, for this blog...thank you for reading. Thank you for supporting me. Thank you for following along.


This, my friends, is what it looks like to level up. Game on!


Thursday, July 21, 2011

Coming in 2012: Immersive Learning Design (my first book!)

It's official!

As I type this, my book contract with ASTD is in the post and I'm mentally preparing for the next few months of writing my first book to be published next year: Immersive Learning Design.

I've been blogging since starting Tandem Learning, I've written articles about the many shades of immersive learning (games, simulations, virtual worlds), and I've presented at more conferences than I could easily count. But a book is a different level of reflection for me and I am thrilled to have the opportunity to take on the challenge of documenting what I actually *do.*

The goal of the book is three-fold:

  • define immersive learning as a category of design that incorporates elements of games, simulations, virtual worlds and other immersive technologies, 
  • describe the design process for immersive learning experiences and differentiate immersive design from traditional instructional design, and
  • detail examples of how organizations have been applying immersive learning design to address business issues and corporate learning needs.
I'm sure as I get deeper into the weeds of writing, I'll be posting more about the book, asking questions of others who specialize in immersive learning design, and recruiting organizations who are willing to share their stories of immersive learning design implementations. In the meantime, I'm gonna start limbering up my typing fingers!



Wednesday, March 30, 2011

Virtual worlds 2.0: don't call it a comeback

It's not just my gut that's been telling me that virtual worlds are emerging from the Trough of Disillusionment and moving into the Slope of Enlightenment on Gartner's Hype Cycle.


On the corporate front, I've just finished up Phase 1 of a consulting engagement focused on developing an organizational adoption plan for a large, global company that is utilizing a virtual world platform as an emerging tool for delivering immersive learning and fostering collaboration and idea sharing among employees spread around the world. It is extremely encouraging to see companies moving out of the "technology implementation" stage and into the "organizational implementation" stage; this signifies a movement of virtual worlds out of the IT departments and into human resources, training, and other departments focused on internal communication. Organizations who have been thinking about or starting to implement virtual worlds have spent a lot of time focused on getting the technology to work and integrate with their existing corporate systems for the past two years; we're moving out of that focus now and into questions of how virtual worlds can best be leveraged. That's an exciting trend for those of us who've been focused on immersive design and how virtual worlds can support different communication and collaboration dynamics.

Another sign that virtual worlds are headed for mainstream adoption are emerging best practice examples of their use for training and learning. Just today, Proton Media announced a partnership with PPD to develop a Virtual Clinical Trial training solution. I've been working with clients recently on virtual preceptorships, virtual apprenticeships, and developing virtual sales territories. There are more and more conversations emerging of using these "mirror worlds" for realistic practice and this trend will continue.

Aaron Silvers blogged this week about his experience at GameTech 2011 where there was more talk about virtual worlds than games. In February, Aaron and I had talked about the current state of virtual worlds  at TechKnowledge 2011 (where I had presented two sessions on virtual worlds for learning). I had been arguing that they were re-emerging from a lag in interest and I think his observations on GameTech confirm that in the government, virtual worlds are certainly garnering renewed attention as a learning tool.


Earlier this week I did a quick search for "virtual worlds" on my blog and found that in the last three years, I've written 32 blog posts related to virtual world topics. I was pretty surprised. Although I've spent a lot of time thinking and speaking about immersive learning design since starting this blog, I don't think I realized how much I'd actually written down. In December 2009, I wrote a post titled "Virtual World 2.0...a few humble predictions" where I made some assumptions about the emerging characteristics of virtual worlds that would lead them to mainstream adoption. I did pretty good on my prediction scorecard:

  • Browser-based: almost all virtual worlds are moving in this direction, with minimal plug-ins and more consistent web navigational standards
  • Less user-generated content: the most successful serious virtual worlds have provided packaged experiences (eg. Protosphere, VenueGen, web.alive, VastPark)
  • Open source: OpenSim continues to strengthen and expand its reach
  • Integration with other tools (mobile, augmented reality, existing workplace systems like Sharepoint): this has happened on many levels and in different ways across platforms, but the system integration features may be the key to pushing virtual worlds to mainstream adoption
  • More seamless user-experience and navigation: point-and-click navigation is practically standard in the most popular serious virtual worlds. Oh, and have you seen Kinect?
Virtual worlds have been moving through a natural evolution and are beginning to emerge as a valuable tool in corporate and government learning, communication, and collaboration. Our thinking now needs to evolve as well; its no longer a question of if, but when. For organizations who understand this, the real question is, "how can you prepare to successfully adopt and integrate immersive and experiential learning?" 


Thursday, October 28, 2010

Tandem Learning at DevLearn 2010

The Tandem Learning team is gearing up for next week in San Francisco at DevLearn 2010. By now you may have heard some of the buzz about what we'll be up to at the conference, but here's a complete list of where you'll see us at the conference. Hold onto your hats, everyone! Tandem is bringing the learning to the city by the bay...

Do this now:
  • Sign up for the alternate reality game (ARG) that we are running - Dr. Strangelearn: www.drstrangelearn.com 
  • Download the DevLearn 10 app for your smartphone. Its amazing!
Wednesday 11/3:
  • Visit us at booth 410 in the Expo Hall.
  • Register to win an Extreme Makeover: Learning Edition! at our booth
  • Check out our "Why in 5!" Five-minute information sessions at our booth, where we'll be introducing new, emerging and exciting learning technologies and WHY you should be thinking of integrating them now.
  • Come find out more about ARGs (and maybe find some clues) at the Dr. Strangelearn Information Station (next to the Serious Game Zone)
  • If you haven't already, definitely sign up to play Dr. Strangelearn - it's not too late to see what all the excitement is about!
  • 4:00 - 5:00 Understanding Alternate Reality Games and Why They Work in Salon 4.
Thursday 11/4:
  • Visit us at booth 410 in the Expo Hall.
  • Register to win an Extreme Makeover: Learning Edition! at our booth 
  • Check out our "Why in 5!" Five-minute information sessions at our booth
  • Come find out more about ARGs at the Dr. Strangelearn Information Station 
  • If you haven't already, definitely sign up to play Dr. Strangelearn
  • 11:00 - 11:40 am Come hear me talk about Emerging Social Learning Ideas at Mark Oehlert's Social Learning Camp
  • 12:00 - 12:40 pm Come hear me talk about Emerging Game Technologies in Alicia Sanchez's Serious Game Zone
Friday 11/5:
  • 7:15 - 8:15 am Dr. Strangelearn: ARG Debrief is a Breakfast Byte in Nob Hill AB
  • 9:45 - 10:45 am New and Emerging Learning Technologies session in Salon 14-15
We are all really excited about the conference this year! Besides the activities listed above, there will be some onsite announcements and surprises as well. Stay tuned and see you at DevLearn!

Wednesday, October 20, 2010

FINALLY some research! Games improve corporate learning results

For years, the serious games industry has danced around the questions of whether games are better for learning. We've pushed past objections about something being too "game-like" or "fun." We would come up with other words for games, like "competitive environments." All the while, we have held our conviction that well-designed games really DO improve learning outcomes.

And now there's some research to prove it.  (Source: sciencedaily.com and article link here)

A University of Colorado Denver Business School study found those trained on video games do their jobs better, have higher skills and retain information longer than workers learning in less interactive, more passive environments.
"Companies have been designing video games for employees for years but so far it has all been done on a hunch. They suspected the games helped but they could never actually prove it," said Traci Sitzmann, PhD, assistant professor of management at the Business School whose study will be published in the winter edition of Personnel Psychology. "We now know video games work, and we know why they work."
Sitzmann spent over a year examining 65 studies and data from 6,476 trainees and discovered those using video games had an 11 percent higher factual knowledge level, a 14 percent higher skill-based knowledge level and a 9 percent higher retention rate than trainees in comparison groups.
I only hope there will be more research and data where that came from.

Friday, June 25, 2010

ThinkBalm Innovation Community becomes the Tandem Learning Innovation Community

After we broke the news that we planned to disband the ThinkBalm Innovation Community, members of the community expressed lots of interest in finding new leadership for the community moving forward. We are excited to announce that effective immediately, Tandem Learning will assume the community management responsibilities of the newly named Tandem Learning Innovation Community.

The value of this community is in the membership and the collective wisdom and experience of the group, and Tandem’s focus on new technology, user experience, learning design, and strategic business innovation allows them to touch on the areas of interest that bind our community together. We believe the leadership at Tandem is committed to maintaining the integrity of the community while finding new and exciting ways to add value to everyone who participates.

Exciting times are ahead for all of us and we’re looking forward to what happens next!

Erica Driver, co-founder and principal, ThinkBalm
Sam Driver, co-founder and principal, ThinkBalm



We’re so pleased to have the opportunity to continue the amazing work that Erica and Sam began in 2008 as we assume responsibility for the newly deemed Tandem Learning Innovation Community. While we know many of you from our work in virtual worlds and immersive technologies, we’re looking forward to interacting with all of you in the weeks ahead as we plan for the future of the community. In our new role as the community managers, we will honor the tenants of the community as established under ThinkBalm and will seek even more ways to bring value to our members. Please feel free to contact me directly with your thoughts, ideas, and feedback...this community belongs to all of us and it’s your input that will continue to make it valuable and successful.

Koreen Olbrish, CEO, Tandem Learning
Koreen.olbrish@tandem-learning.com

Tuesday, June 15, 2010

Even more change in the virtual worlds industry

I was a little surprised and saddened to hear today that Erica Driver from ThinkBalm has taken a marketing position for a software company and will no longer be serving as an analyst for the immersive technologies market. Her departure is a blow to a much needed role in the virtual worlds industry: independent data and research on the use of immersive technologies. In addition, the closing of the ThinkBalm Innovation Community leaves a gap the development of users groups and a community that can share best practices.

In any emerging market, start ups lead with ideas and as the industry matures and the market becomes established, start ups grow, fade away, or get bought up by larger companies who want to enter the market. We've been seeing these changes over the last few years in immersive technology companies, but it seems the services companies are the ones that have taken the hardest hit from the snail's pace of immersive technology adoption.

Erica is a bright star in the virtual worlds industry and I very much valued and trusted the work that she was doing on behalf of all of us to evangelize immersive technologies and virtual worlds for enterprise use. I wish her and Sam the best of luck.

And now, the onus is on us to continue the good work they were doing.

Monday, June 14, 2010

Virtual worlds industry changes and what it means for learning

A few things have happened over the last week that have been big news in the virtual worlds industry...but what does it all mean for learning?

First there were rumors, then there were the actual Linden Labs layoffs. From all accounts, it appears that the enterprise focus of Second Life is gone, at least as far as Linden Labs is concerned.

Next, Proton Media announced their partnership with IBM. Given they were already integrating with Microsoft, that definitely puts them in line to pick up where Second Life was leaving off.

And then this week (today actually!), Reaction Grid launched Jibe, which they describe as:

... unique among virtual world solutions, offering the ability to deploy under your own branding on your existing websites & blogs. It works in web browsers, desktop (Mac & PC), mobile devices like iPhone & iPad, and even game consoles.

So what does all of this conflicting information actually mean to us, enterprise proponents of virtual worlds for learning?

1. Despite the chicken littles out there, the sky is really not falling for virtual worlds. Probably not even for Second Life. Yes, maybe Second Life won't be the leading enterprise virtual world platform, but I've said from the start that Second Life isn't the best platform for learning and that's not what it was designed for anyway. The enterprise focus was a retro-fit, an attempt to capitalize on the obvious benefits of virtual worlds for collaboration and learning. But there were many more drawbacks than benefits of using Second Life for those purposes, and other virtual world technologies like Protosphere from Proton Media, Vastpark, and Teleplace have focused on overcoming the functionality deficits that Second Life had in addressing enterprise customers' needs.

2. We're moving towards the browser. In a year or so, any virtual world that isn't accessed via browser with no or minimal plug ins is probably not going to be viable.

3. Social networking will eventually move virtual worlds more mainstream, not business. Just like other social media technologies, virtual worlds will be successful when people see the social benefits and it doesn't seem like work. Right now, they are a lot of work. That will shift and will move virtual worlds as a much more viable enterprise learning tool. And since learning is social, it just makes sense, no?

4. Content and design are still the key. Virtual worlds will need well-designed and appropriate content to move forward. Reaction Grid's Jibe seems to be moving in that direction, allowing for learning affordances that haven't been seen in other platforms to date, or at least not all on one platform. It will continue to be the case that no matter how cool the tools and technologies are, that the content design and user experience will drive adoption. We're still woefully behind in the learning space in having great examples of appropriate virtual world content design. But we'll get there, or virtual worlds won't.


I'm encouraged by the recent news that change is coming for virtual worlds. I've been waiting for a shift, a big announcement or event that would throw virtual worlds into the limelight and drive adoption. What's more likely, based on the news of this past week, is that the little steps will keep accumulating, until we don't remember how we practiced things before we had avatars in virtual worlds.

Wednesday, April 21, 2010

ARGs (alternate reality games) for learning

After launching our second ARG for learning this week with our development partners Hybrid Learning, and after I pulled a double shift last week on #lrnchat talking ARGs (early and late transcripts), and I realized that a blog post about ARGs and how they can be used for learning is well overdue. Why should you be thinking about ARGs for your next event, or corporate learning initiative? Consider this tweet from Kristen Cromer regarding our pilot test results for our latest ARG:


Client tester reacted to ARG test run by jumping up and down saying "I want to play more!"
So...when was the last time you launched a training program that made people jump up and down? Yeah...that's what I thought. The truth is, ARGs can incorporate many of the elements that traditional training lacks: social learning, experiential learning, game play, and competition. And...brace yourself...fun.

So what is an ARG? And how can you use them to help people learn?

Alternate reality games (ARGs), also sometimes called pervasive games, are designed to combine real life and digital game play elements. Typically, ARGs are "tracked" online but the actual game play consists of real life activities. There are many entertainment-based examples (eg, I love bees, The Lost Experience, Numb3rs Chain Factor) and emerging examples of ARGs for serious purposes (eg, Urgent Evoke, World without Oil). A new area of focus is how ARGs can be leveraged for corporate training.

I've seen a lot of confusion in the term ARG--some people use "alternate reality games" and "augmented reality games" interchangeably.  For a point of clarification, alternate reality games refer to game play that integrates real life and online game play; augmented reality games refer to games where there is a technology overlay on reality that contributes to play (think the 1st down line on televised football games).

Its difficult to make generalizations of what an ARG is or looks like for learning. Just as there are an unlimited number of games and rules for game play, the same is true for ARGs. Designs could range from something very simple (eg, a scavenger hunt) to something very complex (eg, large scale, problem-based learning leadership development). There are, however, some basic design principles and "lessons learned" that have become apparent as we have designed more and more ARGs for corporate learning.
  • Design is the key: just as with any game, ARGs are most successful when they are designed for the type of play and outcomes that both make them fun and engaging as well as focused on achieving the desired goals. This is not instructional design; this is game design with learning goals. A huge misconception is that because you've played games, you know how to design them. Don't underestimate the amount of time, energy, thought, and expertise that it takes to design a fun game, let alone a fun game that accomplishes your organizational learning goals.
  • Technology drives the experience: you shouldn't underestimate the importance of the game design, but neither should you underestimate the importance of having a solid technology plan for driving and tracking the game play. Much of the basis of a good game is the mechanics--you can't play Yahtzee without dice or poker without cards. Technology enables game play and is an essential element of what makes an ARG successful.
  • What's your story?: everyone loves a good story. The most successful ARGs embrace storytelling as a key element of the game play. For corporate training initiatives, the storytelling elements can either mirror real-life scenarios or be more of a fantastical overlay. Strategy for the storyline should align with the design and objectives, but should not be overlooked as a critical aspect of the experience.
  • Stick to the point: yes, it might be fun to plan an ARG with a Mission Impossible theme, but it might not be appropriate for a game focused on team building. Make sure that your design is led by and focused on your learning objectives. Recognize that anything that doesn't support your goals might distract from them and be strategic about what you focus on to reduce cognitive overhead.
  • Follow the rules: people play games to win, and rules dictate what you need to do to win. Part of the complexity of game design is setting rules of play to balance game play at the sweet spot between "too hard" and "too easy."
  • Play to learn not learn to play: beware of designing game play rules that are so complex that there's a significant learning curve to figure out how to play the game. Unless, of course, the goal of the game is to promote critical thinking skills...then it might be appropriate :) But in general, ARGs should be designed with clear rules of play to help players focus on the content and accomplishing the learning goals instead of figuring out how to play or win the game.
  • Should you keep it on the down-low?: in the past, part of the intrigue and appeal of ARGs is that they have been secret or subversive, which created an atmosphere of being "in the know." But for learning, you probably don't want your training experiences to be secret, but it might not be a bad idea to think about how you can still create that feeling of subversiveness. Secret clues, bonuses, and secret codes are all examples of ways that you can create a "secret" feel to game play. 
We've launched two ARGs for learning in the last few months and are in process of developing two more. Corporate training initiatives and live events and conferences are great opportunities to leverage the strengths of ARGs at a comparatively low cost. How would you rather learn and network with your peers? What kind of shared experiences could an ARG provide as a basis for learning and relationship building? The possibilities and opportunities are endless.

Check out more information about our Constellation Academy of Wine National Sales Meeting ARG that launched this week here. I previously wrote a bit about our DevLearn 09 Zombie Apocalypse ARG here, and I'll be presenting the case study on both of these ARGs at the LEEF Conference in Harrisburg, PA on June 17th & 18th (and running an ARG for the conference as well!). I'll keep you updated on our upcoming ARGs as well. Stay tuned!

Wednesday, February 24, 2010

Second Life Viewer 2...wow

If you've ever heard me speak about virtual worlds for learning, you've heard my mix of love and hate for Second Life. I love the openness, I love the freedom, I love the complexity...but it made it too complicated for most users. Navigation wasn't intuitive. Attrition rates after the first log in were atrocious. It didn't integrate with other technologies well. Frankly, for most people, it was just too hard.

I have friends in the virtual worlds industry who stood by Second Life. To be honest, I wasn't sure Linden Labs "got" that the same thing that made Second Life great was also the thing that was holding it back.

But yesterday, I tried out Viewer 2.



Yeah, here's where I take some of that back.

Sure, its still Second Life, with the prims and the rezzing. And no, the new viewer didn't magically fix security concerns or the (in my estimation, silly) worry about inappropriate content. But Viewer 2 tackles the usability issues head on, and makes Second Life a lot more digestible for a new user...and that, my friends, has been the biggest obstacle to virtual world adoption.

I don't want to detail all of the new features...you can find the write up here. I will say that little features like streamlined navigation, the improved search functionality, and the simplified menus help overcome a lot of the issues that new users faced in the previous interface. The embeddable media (audio! video! Flash!) makes me swoon. But the single biggest improvement in Viewer 2? It works like a web page. Its intuitive with minimal poking around. Its better designed for user experience.

And that's what makes all the difference. Game changer? Maybe. Gauntlet thrown? Definitely.

Friday, May 1, 2009

Special Guest Bloggin'

Haven't posted here about the 3D TLC and Federal Consortium of Virtual Worlds conferences in Washington DC last week, but I did a post for Virtual World News that you can read here. Thanks to Joey Seiler for the invite to write the post!

Thursday, February 19, 2009

Anniversary



I've been Twittering, posting on Facebook, Yammering, and IMing all day about it, but in case you didn't hear, today is officially the one year anniversary of Tandem Learning. More accurately, its the anniversary of the first day that I didn't have another form of income (I had already filed to register as a company as of Jan. 31), but that's as good of a starting point as any. 


It's been a long, strange first year. I can't believe everything that has happened. I couldn't have done this without the ridiculously awesome support of my family. I couldn't have done this, and wouldn't have wanted to because it wouldn't have been nearly as fantastic, without my fellow Tandemites. 

I could be mushy and reflect on everything that happened over the past year. I prefer to quote our unofficial motto: We told you so.

Happy anniversary to us. May there be many more. 


Monday, February 16, 2009

Three cool things you need to check out

Cool thing #1: If you've been following my conference commentary over the last year, its probably no surprise that I have some pretty clear ideas of what has made a conference good and what has made conferences not so valuable. Finally, someone is ASKING for these opinions! Check out Jay Cross's blog, answer his quick survey and give your opinion too. Love the title, PowerPoint is Tyranny


Cool thing #2: Nick Wilson released his free eBook, Virtual Worlds for Business, on the Clever Zebra website. Go get it and read it. I don't agree with all of his assessments, especially on the learning opportunities of different virtual world platforms. But I am SO happy to see this information being compiled and distributed. And case studies!!! Thanks Nick--looking forward to details on the upcoming conference!

Cool thing #3: Just saw Jane Bozarth's latest blog on what ID/trainer tools people DIDN'T mention they use in their daily practice...namely, ROI tools. I'm not surprised. Not just because I just blogged about this, but because I'd be willing to guess that Jane didn't get a whole lot on how people are conducting needs analyses either. Until we start bridging this gap of best practice versus actual practice, we're failing to lead our profession.

Friday, December 12, 2008

Virtual Worlds News article on Tandem Learning

A little write up on Tandem Learning today in Virtual Worlds News. If you were wondering, I like Second Life more than Jedd does.

Thursday, October 23, 2008

New look!

In case you didn't notice, I updated the blog (kinda) with our new logo. Gone is our friendly green...and the speech bubbles. I'll probably tinker with it a bit more, but the rebranding of Tandem Learning has begun!

Tuesday, October 21, 2008

5 minutes of fame


Yesterday I did a 5 minute FastPitch presentation at Virtual Worlds London conference. It was during cocktail (ok, beer) hour, but still there were probably about 100 people in the room. The five minutes were fine, although I do wish that there were more people in the room who might have been interested in buying something as opposed to scouting out the competition.


The video will eventually be up on intruders.tv but I'll post an update when its available (if I'm not so utterly humiliated that I can't bear for anyone to see). 

I will say, it was harder to plan for those 5 minutes than any longer presentation I've done. I went back and forth on sticking to a script or winging it...I ended up reading, but every bone in my body wanted to wing it. I regret just showing slides and not an actual demo. I am glad a had a few sips of beer before I took the stage (and then finished that said beer after). I was happy that I didn't go over my five minutes and have to be escorted off stage. I'm upset that the rest of my Tandem cohorts weren't there to celebrate, but at least my London wingman was. 

Now looking forward to what kind of trouble I can cause at DevLearn in San Jose...

Thursday, October 2, 2008

The beginning of our PR push


Received news yesterday that our application was accepted to FastPitch at the Virtual Worlds London conference. Five minutes to share how awesome the Virtual Territory is. I better talk fast (but not TOO fast, of course...).



Stay tuned to hear about where we'll be popping up next...