Research Notes

Alexander, B. (2006). Web 2.0: A new wave of innovation for teaching and learning. Educause Review. Retrieved online Nov. 6, 2011 from http://net.educause.edu/ir/library/pdf/ERM0621.pdf

Atwood, M. (2011). Flower Garden [cropped image]. Retrieved online November 20, 2011 from http://www.flickr.com/photos/fallenpegasus/390737889/

Baston, T. (2011). A Survey of the Electronic Portfolio Market Sector: Analysis and Surprising Trends. Campus Technology website. Retrieved online from http://campustechnology.com/articles/2011/10/12/a-survey-of-the-electronic-portfolio-market-sector.aspx

Bersin & Associates (2008). 2008 Corporate Learning Factbook VAlues U.S. Training Market at $58.8B, with Companies Spending an Average of $1,202 Per Employee (pg. 531) 1 pg. Retrieved online from LexisNexis Academic. Reported in Technology News Focus.

Numento, T., and Uotila, P. Events as Organisational Stories: an Event-Based Approach for Learning Media Production. Chapter In the book:  Bruck, P.A. (2009). Book: Multimedia and E-Content Trends.

When it gets into the part about using mobile technology for story telling then it starts to relate to business domain experts and source system experts. The BI expert could have the business domain expert tell the story of his work and this is what the analyst analyzes instead of interviews. The mobile technology e.g. cell phone can allow the BDE to take pictures in the field and tell the story in a microphone on the phone, etc. or the BI Analyst could go on a ‘field trip’ with the BDE to get the story much like a journalist gets the story.

Below here have not been added to the References – not yet used.

Gee, James. (2005). Your Brain on Video Games. Discover Magazine. Retrieved online from http://discovermagazine.com/2005/jul/brain-on-video-games
Kapp, Karl. (2007). Games and the Gamer Generation. [YouTube video]. National Center for Telecomunications Technologies. Retrieved online from https://www.youtube.com/user/NatCtrTelecomTech#p/search/1/kfnbmTDn29M
Prensky, M. 2001. Digital Natives, Digital Immigrants. On the Horizon, MCB University Press, Vol. 9 No. 5. Retrieved online from http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf

Ambient Insight. (2011). 2011 Learning Technology Research Taxonomy: Research Methodology, Buyer Segmentation, Product Definitions, and Licensing Model. Retrieved online from http://www.ambientinsight.com/Resources/Documents/AmbientInsight_Learning_Technology_Taxonomy.pdf

  1. 8 buyer segments (pg.4)

i.      1. Consumer, 2. preK-12, 3. higher education, 4. corporations and businesses, 5. federal government, 6. state and local government, 7. associations, NGOs and non-profits, 8. Healthcare

  1. 8 types of pedagogically defined learning products (pg.4)

ii.      1. Self paced e learning courseware 2. Digital video, text, and audio reference 3. Collaboration based learning 4. Social learning 5. Simulation based learning 6. Game based learning 7. Cognitive learning 8. Mobile learning

  1. 4 types of suppliers (pg. 4)

iii.      1. Packaged content, 2. Custom content services 3. Software as a Services (SaaS), 4. Tools and Installed Technology.

  1. Forecast model based on Products, Suppliers, Customers, Market pg. 5
  2. Yu, L. 2008. Learning to Innovate. MIT Sloan Management Review. 49.3 (Spring 2008): 12-13.
    1. Ability to learn tied to innovation in product companies.
    2. Reports the result of a study of 145 publicly traded manufacturing companies in terms of profitability.
    3. “Larger companies often try to drive out slack, because it is considered inefficiency,” says Danneels. “That might actualy be hurting [them], even in the short term.”
    4. “Environmental scanning – the extend to which the company keeps its eye on technology and market trends through outside sources” significant effect… useful for the CoP – Innovation model marketing materials.

    Moreno-Ger, P., Burgos, D., Torrente, J. Digital Games in eLearning Environments: Current Uses and Emerging Trends. In Simulation & Gaming. Retrived online from Sage Publications http://sag.sagepub.com.ezproxy.library.ubc.ca/content/40/5/669. DOI: 10.1177/1046878109340294. Simulation Gaming. October 2009. Vol. 40. No. 5. 669-687.

    1. Identifies DS Training for Adults called Brain Age and is supposed to be popular enough to be mind changing for the value of games.
    2. “Games may be the ideal medium to apply many of the ideas that are currently being discussed in pedagogy (adaptation, collaboration, constructivism, embodiment, etc.), and the current eLearning infrastructure may be the starting point for the revolution.” (Moreno-Ger, Burgos, Torrente, 2009, P.683).
    3. Identifies opportunities in integrating games into LMS and thereby starting to address the challenge of the standards issues with games.

    See if you can find this article online – it was referenced and may be useful to see if this is a way for potential cost cutting.

    1. Burgos, D., Tattersall, C., & Koper, R. (2007). Re-purposing existing generic games and simulations for e-learning. Computers in Human Behavior, 23, 2656-2667.

    Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research

    Association Conference. San Francisco.

    1. May have this one in the 510 folder and may be able to re-use to support this elearning product design as a differentiator in the field of Business Intelligence Training.

    See if you can find this one.. more support for this product space as a differentiator

    Law, E. L.-C., & Kickmeier-Rust, M. D. (2008, September 16). 80Days: Immersive digital educational

    games with adaptive storytelling. Paper presented at the First International Workshop on Story-Telling

    and Educational Games (STEG’08), Maastricht, The Netherlands.

    Peirce, N., Conlan, O., & Wade, V. (2008, November). Adaptive educational games: Providing non-invasive personalised learning experiences. Paper presented at the Second IEEE International Conference

    on Digital Games and Intelligent Toys Based Education. Banff, Alberta, Canada.

    Sancho, P., Gómez-Martín, P. P., & Fernández-Manjón, B. (2008, September). Multiplayer role games

    applied to problem based learning. Paper presented at the Third ACM International Conference on

    Digital Interactive Media in Entertainment & Arts. Athens, Greece.

    Van Eck, R. (2007). Building artificially intelligent learning games. In D. Gibson, C. Aldrich, &

    M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks

    (pp. 271-307). Hershey, PA: Information Science.

The following was used and added to the reference page.

  1. Margolis, M., (Sept. 2010),  “Corporate Learning”. Newsweek International. Retrieved online Sept. 18, 2011 from Canadian Periodicals Index Quarterly, Gale Group database. http://go.galegroup.com.ezproxy.library.ubc.ca/ps/i.do?&id=GALE%7CA237298237&v=2.1&u=ubcolumbia&it=r&p=CPI&sw=w
    • Discussion about companies setting up university campuses
    • “Today, corporate colleges are considered the fastest-growing sector in higher education.”
    • “More than 4 milliion individuals are studing at a company university, where by some estimates enrolment may outnumber those of traditional universities.”
    • Focus: “short-term immersion courses tailored to enhancing particular careers and business disciplines.”
    • “Renaud-Coulon calls them “spaces of applied education to put business strategies into motion.”
      • Reference this for marketing right up in terms of putting business intelligence strategies into motion.
      • Example given is history of McDonalds and hamburger flipping school, which supports the focus on franchises as good target customers.
      • Identifies that Dell University is completely virtual which speaks to the opportunity to build a virtual business analysis program following on from the one started for WSPD. This is a product and service that could be sold if it were developed in Second Life. Would need a list of companies that have campuses in Second Life to determine size of target market.
      • Sounds like a similar program exists with Infosys in India with online programs. CEO Kris Gopalakrishan is quoted as saying “What we do is to bridge the gap between what the academic institutions do and what industry requires” with respect to program that does basic communication and problem solving skills.
      • The article discusses the realities that the Universities can’t teach the new needs because of the rapid changes in technologies so the business has to do it themselves. Therefore, this lends credence to my issue with the lack of training for managers in business intelligence technologies to do complex problem solving leveraging these new technologies and then communicating effective messages with this key information to diverse target audiences. The reality is the employer is not going to give up this employee that knows their business to get someone younger that might know the technology so they need to build the skill in house and tailor the program. Can learn the basics at school but need the application to your business to be taught in-house.
      • Refs to the large expected exodus of employees with the graying population. E.g. 50% of hydropower experts in Sweden and 45% of oil engineers at Petrobras set to retire. Mass exodus of corporate knowledge.

 The following needs further review to tailor the venture specific to business intelligence projects and business intelligence training programs:

Moyer, L.G. (2005). Integrating eLearning and Knowledge Management in Knowledge Management: Organizational and Technological Dimensions. Physica-Verlag HD. Pg 191-204. Retrieved online October 10, 2011 from SpringerLink ebooks. DOI: 10.1007/3-7908-1618-3_12

  • May be more useful for my Venture Pitch in Assignment #3
  • Venture Pitch à Extension of existing market of Business Intelligence Training to extend to a focus on Business Analysis which is what the BI tools and systems are supposed to support – the business processes. But there is a disconnect in the industry between the two.
  • Figure on page 199 “A Relationship between Data, Information, Knowledge and Wisdom”
    is a perfect illustration that would be complimentary to the typical Business Intelligence Diagrams that are used in Business Intelligence Strategy reports.
  • “Then it is possible to tackle those questions that are inherently difficult to answer and to do so from a human and organizational systems perspective, not just a computer system viewpoint.” (Moyer, 2005, P. 204)

The following needs review for future Game Venture Analysis

Mobile Digital Game & Application Approach
Barrett, Jessica. 2010. Vancouver’s Digital Entrepreneurs. Retrieved online Sept. 28, 2011 from http://www.bcbusinessonline.ca/bcb/top-stories/2010/04/02/vancouver039s-digital-entrepreneurs?page=5&#featurelist

  1. Key from an adult e-learning venture perspective is that I can build on the same model as the digital gaming industry.
  2. Cheap to develop and distribute compared to the high cost of EA like games
  3. Simpler to develop, distribute through Facebook, Apple’s App Sotre.. few dollars a download…
    games are smaller, shorter, less complex and are accessible form any device with an internet connection… risk way lower,,, consumer feedback instant online.
  4. Vancouver based digital industry startups

i.      Joyent Inc. – David Young and Jason Hoffman. $16 month to store your data on their servers.

  1. Can use this model as a base for setting up elearning platform on Microsoft for development and production and for smaller companies to access it from here and not have to worry about maintenance. Independent designers can go here to design their applications and get assistance to port their application to corporate sites.

ii.      DimeRocker – tool for independent video game developers to market and distribute their games through social networking sites. (Jason Joly)

  1. Facebook, MySpace, Bebo, Orkut… configure code to fit the platform, monitor for maintenance and upgrade changes. Manage approval process to get the game on the site.
  2. Adds leader boards to charge for the game and DimeRocker takes 30%. This is the same model used by Apple’s App Store and Google Android Market.

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