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Meta-Learning, 2001

Jay Cross

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

iSpring Solutions

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’

Administrate

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

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

LearnUpon

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

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

OpenSesame

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

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

eFront

2001: First commercial launch of 3G (Third Generation) mobile phones. 2001: First Access Grid developed at the University of Manchester.

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New Case Study Explores Using New Technologies to Support Human Interaction

ATD Learning Technologies

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.

Interactivity

Kapp Notes

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

Kapp Notes

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!

Job 76

Sponge UK gets top honours in 100 best companies list

Sponge UK

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

Kapp Notes

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

Experiencing eLearning

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.

Track 21

What Is Agile Learning Design?

Bottom-Line Performance

And in 2001, 17 software developers came together to talk about what they were doing—thus, the Manifesto for Agile Software Development was born.

Agile 162

Bloom reheated

Learning with e's

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).

Bloom 47

The Real Truth about ROI – the Learning Performance Model

Learning Wire

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

Trivantis

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.

SCORM 21

eLearning: In Fonts We Trust

I Came, I Saw, I Learned

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.

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Video games as Good Teachers

Kapp Notes

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 [50].” Games are filled with goals.

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The E-Learning Slug Awards

eLearning 24-7

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

24x7 Learning

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[1].

Transform your PowerPoint into a PowerCast using Camtasia!

Visual Lounge

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

Learning Visions

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

GoConqr

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)

Learning Wire

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

Experiencing eLearning

Simplicity in Learning

Learning Rebels

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.

Grovo 111

My first visit to China:The keyword is control

Challenge to Learn

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

Learning Visions

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

Trivantis

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

QuoDeck

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.

Movie 27

Influence and the Relevance of Experience

Training Industry

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.