AUGUST 23, 2015
Everyone has the capacity to learn but most people can do a much better job of it. Learning is a skill one can improve. Learning how to learn is a key to its mastery. Learning is the primary determinant of personal and professional success in our ever-changing knowledge age.
The Evolution of E-Learning: from Baby Steps to Giant Leaps
FEBRUARY 19, 2016
The definition is as new as 2001, though the term e-Learning was first used in the year 1999 when the word was first utilized at a Cognitive Behavioural Therapy (CBT) seminar. Shared.
The Roadmap From ‘Digital Immigrants’ to ‘Digital Natives’
SEPTEMBER 8, 2016
This statement was apt in 2001 and with technology’s rapid development, it’s perhaps even more valid for many of today’s ‘digital learners’ Read More Published on September 8, 2016. Nearly 15 years ago, educational thought-leader Marc Prensky wrote, in a piece on ‘Digital Natives, Digital Immigrants‘: “Today’s students are no longer the people our educational system was designed to teach.”
Experience API, cmi5, and Future SCORM by Art Werkenthin
Learning Solutions Magazine
MAY 20, 2015
Originally released in 2001, SCORM is rapidly becoming obsolete. The current standard for eLearning-to-LMS communication is SCORM, the Shareable Content Object Reference Model. Here is an update on the path to a new standard. Development Strategies Emerging Topics Learning Systems Measurement Training Strategies
[Free eBook] xAPI and cmi5: Plan now for the future of eLearning
FEBRUARY 7, 2017
Since 2001, SCORM has been the standard for eLearning content. In recent years xAPI has risen as a challenger and now with cmi5 it has every chance of fulfilling SCORM’s original potential.
2001: A year of key learning
Corporate eLearning Strategies and Development
SEPTEMBER 11, 2006
Since '01, 9/11 has been a time to reflect on what I learned in 2001. I learned many things in 2001, but one thing stands out above them all. 2001: July - My wife and kids vacation in N.Y. 2001 taught me a lot. We bought the DVD " The Concert for New York " and watch it every year. What did you learn? with family (without me).visit visit the wold trade center. August - Our house burns down September - N.Y.
The Perfect Fit: The Device Agnostic Future of eLearning
AUGUST 29, 2016
While the surrounding world has undergone many technological, user experience, and design advances, most of the eLearning courses I’ve taken recently feel very 2001. . Imagine trying to navigate a website from 2001 today. Check out these throwback websites from 2001 for examples.) But hopefully the trend I’m starting to see continues: we escape the 2001 design freeze and instead see more and more eLearning courses that align with our digital expectations today.
Great Infographic – Killer Tips for Nailing Employee Training in the Digital Age
WalkMe Training Station
FEBRUARY 11, 2016
With the use of interesting statistics, such as the fact that that blended learning in classrooms increased annually in 30% between 2001 and 2011, they present tips for saving time and resources during training.
Infographic: How Google has changed what it means to do research
FEBRUARY 9, 2014
2001: First commercial launch of 3G (Third Generation) mobile phones. 2001: First Access Grid developed at the University of Manchester.
New Case Study Explores Using New Technologies to Support Human Interaction
ATD Learning Technologies
OCTOBER 16, 2016
Since the company went public, annual revenues have jumped from $11 billion (in fiscal year 2001) to $31 billion (in fiscal year 2015). The following is an excerpt from ATD Research’s latest case study, Accenture: Delivering High Touch Learning With High Tech Tools.
FEBRUARY 6, 2012
2001) Three types of interaction. The Advantages of Interactivity. There are many advantages of having learners interact with the subject matter they are learning. Studies, as well as common sense, indicate that interactivity helps the learner retain information as well as increasing the learner’s willingness to spend time with the material.
You Want a Job? I Give you the F.B.I
JANUARY 7, 2009
One area of the United States economy that is hiring is the FBI. In fact, due to retirments of the boomers and attrition.they need more than a few good men/women. They need a lot!
Sponge UK gets top honours in 100 best companies list
JANUARY 5, 2016
Best Companies has been producing and publishing lists of the best organisations to work for since 2001. Elearning provider, Sponge UK has achieved top honours on an acclaimed list which recognises the UK’s 100 best companies to work for.
Rewards of Glory and Other Ways to Keep Gamification Interesting
MARCH 25, 2014
Neal Hallford with Jana Hallford, Swords and Circuitry: A Designer’s Guide to Computer Role Playing Games (Roseville, CA: Prima Publishing, 2001), p. When some one is engaged with a gamification experience, one of the key elements is often some type of reward structure.
A New Year Filled With Magic
JANUARY 3, 2014
I came across this quote from Neil Gaiman , originally from 2001 but it’s made the rounds several time since then. May your coming year be filled with magic and dreams and good madness.
What Is Agile Learning Design?
MAY 7, 2013
And in 2001, 17 software developers came together to talk about what they were doing—thus, the Manifesto for Agile Software Development was born.
Learning with e's
JUNE 23, 2012
Unfortunately, Lorin Anderson's revised model (2001 in conjunction with Krathwohl) of the taxonomy is not as great an improvement on the original model as its adherents might claim. 2001).
The Real Truth about ROI – the Learning Performance Model
OCTOBER 15, 2015
Koys, 2001; Saks 2006; Tett & Meyer, 1993). Various academic studies found a positive relationship between employee commitment and access to training (Bartlett, 2001) as well as the perceived extensiveness training and development opportunities offered by one’s firm (Erhard et al.,
SCORM 101 and a Lectora How-To
NOVEMBER 17, 2016
The first version was introduced in January 2001. The second version was introduced in October 2001 and is still the most widely used today. One of the first things I remember Googling after my first encounter with eLearning was SCORM.
eLearning: In Fonts We Trust
I Came, I Saw, I Learned
MAY 4, 2010
Wilson did a study back in 2001 to determine if serif fonts (fonts with little lines on the tops and bottoms of characters such as Times New Roman ) or sans serif fonts (those without lines, such as Arial ) were more suited to being read on computer monitors.
Video games as Good Teachers
NOVEMBER 20, 2012
2001). It is obvious that games are immensely popular, what is less obvious is that they are also powerful teachers who have been “schooling” a generation for the past 30 years. Learning is most effective when the learner has an achievable, well-defined goal. With a goal, you are “willing to be corrected for your mistakes and accept ‘try this, do that’ advice in order to achieve your success .” Games are filled with goals.
The E-Learning Slug Awards
AUGUST 16, 2016
I had a system in 2001 that had ad-hoc and was in the cloud BTW, but anyway, if it was around in at least 2001, you should have it. . It’s going to be a slugfest. Slugging it out? Slugfantastic! Yes, I made up that word, but go with it. I don’t know about you, but while I love giving out awards to systems, authoring tools and e-learning tools that deserve it, rarely do you hear about platforms that are slugs. .
The New-Age LMS
NOVEMBER 16, 2015
Since 2001, the company has been providing online learning solutions to global corporates through its LMS. Last week, while doing some Google ‘research’ I accidentally stumbled upon a fabulous TED talk by a delightful educator – Sugata Mitra.
Transform your PowerPoint into a PowerCast using Camtasia!
SEPTEMBER 15, 2015
For example, here are a few research findings – The integration of educational video, aligned with lesson objectives, is a way to get students interested and motivated about their subject matter (O’Hagan, 2001). 2001). Today’s guest blogger is Michael F. Ruffini, Ed.D.!
Serious Games & e-learning Gamification #ICELW Concurrent Session Notes
JUNE 12, 2014
Games = organized play (Prensky (2001) Serious games = games with purpose Gamification = use of game design elemnts in non-game contexts (Deterding, 2011) Beyond complexity…a methodology (HEXA-GameBasedLearning GBL): 1. These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW) , happing this week in NYC. Forgive any typos or incoherencies. Margarida Romera, Professor University Laval (Quebec) -- with a link to her slides on this session.
Employee Empowerment – The What, The Why and The How
AUGUST 19, 2016
Back in 2001 the company’s sales had declined to the extent that a takeover seemed imminent. Let’s begin by playing a quick word association game. When you read the following words, take note of the first thing to pop into your head. So let’s start: Business. Corporation. Executive.
A new recipe for learner engagement (and how to bake it)
FEBRUARY 17, 2016
Learner engagement can be seen as the “time and energy students devote to educationally purposeful activities” (Kuh, 2001) and studies show that driving learner engagement ticks quite a few boxes in terms of boosting individual performance. 2001).
Experiencing E-Learning » Daily Bookmarks 10/06/2009
OCTOBER 6, 2009
Simplicity in Learning
MARCH 10, 2015
M; “High impact learning: Strategies for leveraging business results from training” 2001. There is beauty in simplicity. Simplicity speaks to us, captures our emotions, tells a story and in some cases propels us to act. L&D people, God love ‘em, are the embodiment of over-thinkers.
My first visit to China:The keyword is control
Challenge to Learn
APRIL 6, 2015
All I can come up with is that this is due to the incident in 2001 when 5 members of the banned movement Falun Gong set themselves afire in front of the entrance to the forbidden city. This week I was in Beijing for the launch of the Chinese edition of Easygenerator.
Instructional Design for Mobile Learning #id4mlearning
OCTOBER 11, 2011
if you’re in Venice, you want to learn more about Venice) A brief history of Mobile Learning Clark Quinn – early definition of mobile learning in 2001 Europe has done more around mobile Commercial side starting to develop (e.g., These are my live blogged notes from a webinar today with Float Learning: Instructional Design for Mobile #id4mlearning. Advance apologies for typos or incoherence… Brought to us today by: Adam Bockler, Float Gary Woodill, Sr.
eLearning Standards—What They Are and Why They Matter
NOVEMBER 4, 2015
In 2001, the first production version of the new standard was released, and was known as the Sharable Content Object Reference Model (SCORM) 1.1.
A day in the life of a serious game developer
AUGUST 3, 2016
The term ‘Serious Game‘ was coined in 2001 and then it was adopted increasingly by different industries. If you are in the serious gaming industry, then probably, you would be familiar with this conversation. The conversation starts with me saying that I work with a serious gaming company). The Other Guy: So, you develop games like Angry Birds? Which one have you developed? Me (Exasperated already): No! We develop serious games. Not the fancy ones like Angry Birds or Candy Crush.
Influence and the Relevance of Experience
FEBRUARY 25, 2016
The number of North American companies in the Fortune Global 500 fell from 215 in 2001 to 127 in 2015. Formal definitions aside, management is what you do when you are responsible for influencing others and have experience that is directly relevant to the task, process and journey. In a nutshell, you know “what good looks like” and can literally begin with the end in mind.