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SweetRush Named a Top Content Development Company by Training Industry

SweetRush

To develop engaging and effective content, you have to keep up the pace of a demanding audience: digital-native millennials, now being joined by Generation Z. These tools include innovative approaches to packaging learning content, including the use of artificial intelligence, virtual and augmented reality, and simulations.

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The 3 Components of Metacognition

KnowledgeOne

As described by two theorists, metacognitive experiences are the “product of the process of monitoring cognition” (Büchel, 2013a; Efklides, 2001). She is also passionate about issues related to the future of education at a time when a real revolution is taking place, propelled by digital technology and artificial intelligence.

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Metacognition: Test Your Knowledge!

KnowledgeOne

Finally, metacognitive experiences are the “product of the process of monitoring cognition” (Büchel, 2013a; Efklides, 2001). She is also passionate about issues related to the future of education at a time when a real revolution is taking place, propelled by digital technology and artificial intelligence.

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Stress and memory

KnowledgeOne

This explains why we remember in detail the context in which we were on September 11, 2001, for example, a phenomenon called “flashbulb memory,” which is part of our autobiographical memory. In fact, events that trigger strong emotions, positive or negative, have the power to capture our attention and are better remembered.

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Multi-Generational Learning in the Workplace

Janet Clarey

Ditch the digital native / immigrant thing. Growing Up Digital: How the Web Changes Work, Education, and the Ways People Learn. Points of Viewing Children’s Thinking: A Digital Ethnographer’s Journey , Erlbaum, Mahwah, New Jersey, 1998. It’s served its purpose – a catalyst for conversation. Educational Technology Systems, Vol.

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Noughties. but nice

Learning with e's

First appearing in 2001, the iPod series is now the most successful digital audio player in history with over 220 million worldwide sales at the time of writing. Augmented reality was introduced as a result of the combination of a number of smart device apps including mashups, global positioning and touch screen technologies.

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Alternate Reality Games Part 1 – A Good Fit for L&D?

Janet Clarey

ARG stands for alternate reality game (not to be confused with augmented reality). 2009) Storytelling in new media: The case of alternate reality games, 2001-2009. 2005) This Is Not A Game: A Guide to Alternate Reality Gaming (2 nd Digital Edition) (2005) Lulu.com. ARGs have been around for ten years.