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The Influence of Technology on Generations

Kapp Notes

In one year, TV's formless, planless growth has caused seismic-like cracks in the foundations of such industries as radio, movies, sports and book publishing.” Instead, these youngsters were born into the world of the internet, video games and hand held gadgets.

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The Perfect Fit: The Device Agnostic Future of eLearning

OpenSesame

Today’s eLearning environment sometimes reminds me of one of my favorite movies… Austin Powers. 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.

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The Perfect Fit: The Device Agnostic Future of eLearning

OpenSesame

Today’s eLearning environment sometimes reminds me of one of my favorite movies… Austin Powers. 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.

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Jane Hart’s Top 100 Learning Tools

Jay Cross

My colleagues in Internet Time Alliance and colleagues. Since 2001, I’ve posted 32,000 photographs. As movie editors go, this one’s simple as can be. It’s enlightening to review what’s best in the toolbox. My top tools for learning are: Experience. Extracting the lessons of simply living my life.

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Singularity University

Jay Cross

It’s the light show that crops up in the journey to the future in the movie 2001. For example, when the Internet went from 20,000 to 80,000 nodes over a two year period during the 1980s, this progress remained hidden from the general public. It’s chaos. The folks at Kauffman Foundation call it an un-university.

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

Janet Clarey

text, phone, Internet, print, and others) within which players must participate interactively and work collectively to solve “real world” problems the story presents. Back then (and today still) they were used to promote movies, video games and music. 2009) Storytelling in new media: The case of alternate reality games, 2001-2009.

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M is for Media

Clive on Learning

In fact, back in 2001, I wrote an article called M is for Maybe , which expressed my reservations about the whole idea of mobile learning. But, perhaps more slowly than the enthusiasts might have predicted, things have moved on: we have better, more powerful devices, with multimedia capabilities and Internet connectivity.

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