Here is a selective list of the innovations Clark Quinn has been responsible for or played a major role in, demonstrating a consistent ability to deliver new thinking:
2012 - The Mobile Academy: mLearning for Higher Education - A book on mobile learning for higher education. Published by Jossey-Bass.
2012 - Mobile Learning: The Time is Now - a research report for the eLearning Guild.
2011 - Revised Objectives Taxonomy - a simplified taxonomic approach to learning objectives.
2011 - eLearning Strategy - for a mideast university.
2011 - Mobile Learning: Research & Trends - a research report for the eLearning Guild.
2011 - Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance - Wrote the book on how to design mobile learning. Published by Pfeiffer.
2009 - Social Learning Strategy - delivered short-, medium-, and long-term recommendations for incorporating social media for formal and informal learning in an organization.
2008 - Formalizing social - developed the concept behind and a presentation for incorporating social media around formal learning into an organization, as part of managing the organizational change.
2008 - mLearning Strategy - developed a mobile learning strategy for a consumer marketing organization that allowed them to react to an outside proposal.
2008 - Scenario-model learning design - led the learning design for a new scenario-bsaed curriculum and course model for higher education, opening up a new market position.
2008 - Games for Skill Assessment - developed a model for assessing cognitive skills via handheld games leading to a second round grant.
2007 - Content Model - developed a structured model for a publisher's next generation learning system to move from textbook, through content, to the online experience that's the basis of their next generation system.
2007 - Mobile Design - developed the concept behind and wrote a chapter on mobile learning design for the eLearning Guild's 360 Research Report on Mobile Learning
2006 - Organizational Learning Strategy - led the first of many organizational learning strategy projects (that formed the basis for the Performance Ecosystem model), leading to an improved learning plan (and a chapter in Michael Allen's eLearning Annual 2009).
2006 - Learning Theory Course - designed and delivered a learning theory course for a Master's program in Instructional Technology.
2005 - Digital Toy Help - developed an adaptive help system algorithm for a new learning toy release.
2005 - Engaging Learning: Designing e-Learning Simulation Games - Wrote the book on how to design 'serious games' (aka Immersive Learning Simulations). Published by Pfeiffer. Subsequent versions appeared as chapters in Silberman's Handbook of Experiential Learning and the eLearning Guild's 360 Research Report on Immersive Learning Simulations.
2004 - The Agility Factor - cowrote a chapter on extremophile behaviors as models for organizational learning cultures with Eileen Clegg for Conner & Lawson's Creating a Learning Culture.
2004 - Mobile Negotiation - designed a mobile learning augment to F2F course: quizzes, scenarios, & performance support. Written up as a case study in David Metcalf's mLearning book.
2004 - Scenario Learning Systems - co-developed a model and process for scenarios (read: serious games) for publishers, leading to new business.
2003 - New Learning Model - developed a new model of learning using events and learning objects, as captured in: Quinn, C. (2004). Learning at Large: Situating learning in the bigger picture of action in the world. Educational Technology, 44 (4). Educational Technology Publications: Englewood Cliffs, NJ.
2003 - Performance Support System - developed the architecture and led the design of an adaptive help system for an advanced new medical device, awarded US Patent 7,260,498.
2002 - Project Management - designed a game that is being used to teach project management to non-project managers as part of an organizational change.
2001 - Curriculum Model - developed a new model for an updated IT curriculum
2000 - Learning Objects - wrote a learning objects position paper for IFETS addressing granularity, among other things: Quinn, C. & Hobbs, S. (2000). Learning Objects and Instruction Components. Educational Technology & Society. 3 (2), 13-20.
2000 - mLearning article - wrote an early mobile learning piece for Learnativity: Quinn, C. (2000). mLearning: Mobile, Wireless, In-Your-Pocket Learning. LiNE Zine, Fall.
1999 - Intellectricity - Created the concept and led a truly world-class team to develop an intelligently adaptive learning architecture, based upon learning objects and learner characteristics, through to a working system.
1997 - Media Skills - led design and co-led development of this award-winning online course on speaking to the media using a voice recording system for practice, and a comic visual style.
1997 - Schools Web Competition - took the initial idea and developed the implementation details to co-run this award-winning competition for it's first two years.
1996 - Teleteaching - led development of a virtual conference to complement an international face-to-face event: Forster, A., & Quinn, C. (1996). Virtual University. In S. Wills, P. Fritze, & B. Cavallari (Eds). Teleteaching 96: Practicing What We Preach. Canberra: Australian Computer Society.
1996 - Open Net Learning Model - developed the policies and procedures, and co-developed the business model, for delivering Open Net's online learning.
1995 - Web version of Quest - supervised a student project porting Quest to the web (using CGI's). It still runs!
1993 - Quest - Supervised and led the design and development of a game to help youth who grow up without parents to learn to survive independently. In writing it up, came up with the basic framework that shows why games are the best learning practice: Quinn, C. N. (1996). Designing an instructional game: reflections on Quest for Independence. Education and Information Technologies, 1 (3&4), 251-269.
1990 - Voodoo Adventure - developed an adventure game based upon my PhD research on analogy, and published the possibility of games as cognitive research environments: Quinn, C. N. (1991). Computerized cognitive research: A HyperCard adventure game. Behavior Research Methods, Instruments, & Computers, 23 (2), 237-246.
1988 - Analogical Process Performance and Training - PhD thesis with an integrated model of reasoning and effects of cognitive training.
1982 - Creature Creator & Spellicopter - designed and programmed these two games for DesignWare's first home products.
1981 - FaceMaker - designed and programmed FaceMaker as DesignWare's first home product through Spinnaker. Included separate windows for the different activities. Listed in Time Magazine as a top 5 educational game.
1980 - MicroDiscovery - developed a suite of games for K12 tech literacy, similar to the predecessor Computer Discovery, but with a new mix of games including a 'shoot the asteroid' (including a background processing loop), and a transportation business simulation.
1978 - Email for classroom discussion - Clark was part of a project led by Hugh Mehan and James Levin that used email to conduct classroom discussion, leading to a journal article: Quinn, C. N., Mehan, H., Levin, J. A., and Black, S. D. (1983). Real Education in Non-Real Time: The Use of Electronic Message Systems for Instruction. Instructional Science, 11, 313-327.
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