General Dynamics just won another contract with the Air Force worth $146 Million, that is supposed to help them with planning and analysising future war and mobilization planning."Wargames allow the Department of Defense to mitigate possible operational or strategic surprise through comprehensive research, analysis and planning," said Ken Hess, vice president and general manager of Air Force Systems for General Dynamics Information Technology. "General Dynamics will continue to provide the streamlined, responsive support and guidance that enables the Air Force to successfully achieve its critical mission."
This new wargame will be titled, "Unified Enagement". I wish I had that much money to spend on a virtual system to help me make decisions in life.
http://biz.yahoo.com/prnews/071105/nem072.html?.v=28
Monday, November 5, 2007
Sunday, October 28, 2007
Developing Interactive Distance Broadcast Environments
Lee and Owens says there are four steps in developing an Interactive Distance Broadcast course: 1) Develop script and materials, 2) Shoot and edit video, 3) Rehearse the presentation, and 4) Broadcast the session.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Developing Internet, Intranet, Web-Based, and Performance Support Learning Environments
Lee and Owens says that Internet delivery seems to meet many of the requirements of training on demand: It's available at the desktop, it eliminates the need for travel, it's cost-effective compared to conventional delivery media, and text-based web interventions can be developed quickly. They say that most top three reasons for why most educational institutions choose this delivery method is because you have: universal access, its easy to use, and wide-range of multimedia content.
They say that successful web development is based on three things: creativity and skill on the developer, bandwidth, and hardware capabilities. Like most things in life, normally, the ones who have more experience with certain things will be the ones who make the best designs. The more bandwidth and hardware your site needs the more detailed and visual your site can be. If your going to run videos or live feeds from your website your going to need a lot more bandwidth and hardware than if you only used text and pictures.
Lee and Owens says there are five activities in developing web-based products: 1) Determine the type of product and platform, 2) Assemble components, 3) Conduct reviews, 4) Rehearse the presentation, and 5) Conduct the session.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
They say that successful web development is based on three things: creativity and skill on the developer, bandwidth, and hardware capabilities. Like most things in life, normally, the ones who have more experience with certain things will be the ones who make the best designs. The more bandwidth and hardware your site needs the more detailed and visual your site can be. If your going to run videos or live feeds from your website your going to need a lot more bandwidth and hardware than if you only used text and pictures.
Lee and Owens says there are five activities in developing web-based products: 1) Determine the type of product and platform, 2) Assemble components, 3) Conduct reviews, 4) Rehearse the presentation, and 5) Conduct the session.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Tuesday, October 16, 2007
Banning Facebook from the Workplace
Banning Facebook and similar sites in the workplace is a bad idea, says John Wood, spokesman for Britain's Trades Union Congress (TUC). Setting policies or guidelines are a better way to go.http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9033820&pageNumber=2
I believe that this is a good thing. Employers shouldn't be paying their employees to be surfing the internet, chatting, playing games, etc. I believe that blocking sites like facebook or myspace will increase the productivity of the company, because more work is being done and less time is being wasted. If people want to play on websites or surf the web they should do it on their own time or go work for a company that hires people where their only responsiblity is to surf the web and chat online.
I believe that this is a good thing. Employers shouldn't be paying their employees to be surfing the internet, chatting, playing games, etc. I believe that blocking sites like facebook or myspace will increase the productivity of the company, because more work is being done and less time is being wasted. If people want to play on websites or surf the web they should do it on their own time or go work for a company that hires people where their only responsiblity is to surf the web and chat online.
Developing Computer-Based Learning Environements
Lee/Owens lists a few things that you can do to help speed up the developement of your project: 1) Screen and lesson shells: to build course content, 2) Skill assessments: at the end of a unit or for pretesting, 3) Proficiency exams: to build and score tests, and 4) Course management system: for tracking students.
The more templates you use their are less pieces of the project that have to be created from scratch. They are also useful because fonts, colors, and other formatting styles are already formatted and easily transferable. This saves time, because you only have to make minor changes instead of formatting everything.
Lee/Owens list the following activities in the procedure to develop a computer-based course: 1)Create storyboards, 2) Create and assemble media elements, 3) Perform online reviews, and 4) Deliver and implement the course.
Once again make sure of have backups of everything. Also plan ahead for how much storage space you think you may need for the project. Another good thing to do is save your data as you go. Don't wait to the right before your done to save. If something unexpected happens you may lost everything if you didnt save along the way. Or if you make a major error you can restart from a couple of minutes ago instead of having to start from scratch.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
The more templates you use their are less pieces of the project that have to be created from scratch. They are also useful because fonts, colors, and other formatting styles are already formatted and easily transferable. This saves time, because you only have to make minor changes instead of formatting everything.
Lee/Owens list the following activities in the procedure to develop a computer-based course: 1)Create storyboards, 2) Create and assemble media elements, 3) Perform online reviews, and 4) Deliver and implement the course.
Once again make sure of have backups of everything. Also plan ahead for how much storage space you think you may need for the project. Another good thing to do is save your data as you go. Don't wait to the right before your done to save. If something unexpected happens you may lost everything if you didnt save along the way. Or if you make a major error you can restart from a couple of minutes ago instead of having to start from scratch.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Common Development Components
Lee/Owens gives a list of jobs positions that a project should have during Preproduction, Production, and Postproduction/Quality Reviews along with an outline of what they may be responsible for doing.
Preproduction: Instructional Designer, Author/Programmer, Art Director, Audio Specialist, Narrators, Video Director, Subject-matter Experts, and Quality-control Representative.
Production: Authors, Graphic Artists, Videographers/Video Team, Set Designers, Costume Designers, Camera Operators, Actors, Lighting Designers, Sound Designers, Instructional Designer, Subject-matter Experts, Art Director, Photographers, Graphic Artist, Animators, and System Engineer/Programmer.
Postproduction/Quality Reviews: Standards review, Editorial review, and Functional review.
It is very important to keep more than one copy of all of the documents created for or by each team member, both hard or soft copy, just incase something bad happens that may destroy important data.
Lee/Owens again reminds readers that it is extremely important that team members remember their roles and are participating fully.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Preproduction: Instructional Designer, Author/Programmer, Art Director, Audio Specialist, Narrators, Video Director, Subject-matter Experts, and Quality-control Representative.
Production: Authors, Graphic Artists, Videographers/Video Team, Set Designers, Costume Designers, Camera Operators, Actors, Lighting Designers, Sound Designers, Instructional Designer, Subject-matter Experts, Art Director, Photographers, Graphic Artist, Animators, and System Engineer/Programmer.
Postproduction/Quality Reviews: Standards review, Editorial review, and Functional review.
It is very important to keep more than one copy of all of the documents created for or by each team member, both hard or soft copy, just incase something bad happens that may destroy important data.
Lee/Owens again reminds readers that it is extremely important that team members remember their roles and are participating fully.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
Introduction to Multimedia Development
Lee/Owens says that the development phase is when more people become involved. Storyboards are written; video is shot, edited, and logged; audio is recorded, edited, and logged; graphics are created, edited, and logged; and initial versions of web pages are developed, tested, and reviewed.
I believe that one of the most important thing that could help or hurt a project during this stage is group meetings. If all the players don't know what they are supposed to be doing or how to do it then the project is only going to go downhill.
Lee/Owens list the following basic development principles: 1) First, establish a framework of development tools, development specifications, and standards, 2) Next, develop the media elements that fit into the framwork, 3) Then review and revise the product, and 4) Finally, implement the finished product.
If everyone stays on the same page, and follows the plan for the project then the project should come together nicely. If any unforeseen problems do happen, have more meetings to make sure they are recognized by all of the players and no one is left out of the loop.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
I believe that one of the most important thing that could help or hurt a project during this stage is group meetings. If all the players don't know what they are supposed to be doing or how to do it then the project is only going to go downhill.
Lee/Owens list the following basic development principles: 1) First, establish a framework of development tools, development specifications, and standards, 2) Next, develop the media elements that fit into the framwork, 3) Then review and revise the product, and 4) Finally, implement the finished product.
If everyone stays on the same page, and follows the plan for the project then the project should come together nicely. If any unforeseen problems do happen, have more meetings to make sure they are recognized by all of the players and no one is left out of the loop.
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: Computer-based training, web-based training, distance broadcast training, performance-based solutions. San Francisco, CA: Pfeiffer.
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