Mind-Control And Its Implications for Enterprise Learning

Mind-Control seems like a scary thought and has negative connotations right off the bat. However, mind-control is not something that will happen only in the future nor does it automatically denote sinister plots. Mind-Control is already available and bold innovators are using mind-control to deliver effective solutions that addresses our current problems.

Take the case of Personal Neuro. This company has launched a mobile app called Neuronauts. This app allows players to control animated rockets using their brains through a device that acts as a bridge between the app and your brain. Here is an explanation from their website:

Using the MindWave Mobile EEG headset, this app can measure your concentration. As you focus your ship speeds up increasing your score and boosting you to the lead. As you fly you can collect Star Boxes for a fast 100 point boost. Powerups will also appear randomly: collect the 2X points, 5X points and Speed Boost powerups by flying over them and blinking. The MindWave Mobile doesn’t just measure your concentration, it can also detect when you blink and uses that feature to allow you to grab powerups and increase your score.

Here is a video from Personal Neuro on one of their new games called Upcake 2.0

The greatest challenges facing training departments are measuring training effectiveness and having a conclusive, data-driven feedback loop that can deliver contextual learning and performance support based on the employee’s interests, context and background. Mind-Control could potentially help training departments measure training effectiveness based on primary data (direct from the employee’s brain) as opposed to secondary data (feedback form, performance data). Imagine having real-time data on how every employee in a training session is faring in terms of their interest levels, concentration, level of interest. Having access to this data can result in personal training interventions that cater to the employee’s “learning profile”.

This also lends itself to the concept of gamification. As an employee is going through the course, they will rake in points not only for answering questions corrections to validate understanding, but also for their levels of concentration and interest in the topic. In addition, every employee in the classroom gets to see where they are faring when compared to others in the classroom (as in Neuronauts)!

Of course, training departments will really know for sure if their classroom training needs serious rework and they will have fantastic data to perform A-B testing on training methodologies and approaches.

What an interesting thought to kick off this week!

Srinivas Krishnaswamy

Advertisements

I love to read and share thoughts on technology, enterprise learning, mobile and any thing cool that impacts enterprises.

Tagged with: , , , , ,
Posted in Gamification, Learning, Motivation, Smartphones, Training

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Enter your email address to follow this blog and receive notifications of new posts by email.

Archives
%d bloggers like this: