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[IN DEPTH ANALYSIS] Do your employees know how to learn?

KnowledgeOne

Among its advantages, it is more flexible, more responsive to specific needs, and quicker to acquire knowledge ( Delage, 2002 , Tarc, Smaller and Antonelli, 2006 ). Note that while informal learning can be done alone, many researchers ( Billett, 2002 , Bratton et al., The post [IN DEPTH ANALYSIS] Do your employees know how to learn?

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PDG is Poised for Growth in Life Sciences with Two New Sales Team Additions

PDG

Robert Johnson has over 10 years of experience in the pharmaceutical industry, and is an expert in negotiation, data analysis, and Dan Snyder Joins PDG as Senior VP of Sales Dan Snyder is PDG’s new Senior Vice President of Sales.

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Gamification in Education: Adaptive Environment & Accessible Learning

Kitaboo

Research and Markets report analysis revealed that the EdTech market is expected to reach USD 605.40 The origins of gamification can be traced back to as early as 2002, when the term was coined by a game designer called Nick Pelling. billion by 2027. There are many advantages of gamification in education that you can learn from below.

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Friday Finds — MicroLearning, Automating Creativity & Better Video for Learning

Mike Taylor

” Coined in 2002, microlearning refers to shorter learning sessions compared to traditional teaching. Start every learning project off right with a Learning Environment Analysis (LEA), a powerful framework for uncovering learners’ problems, constraints, and needs to prescribe the right solution. With 600+ AI voices, play.ht

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Agile Microlearning Explained

Learner engagement and retention doesn’t have to be a mystery. Cognitive science theories already supply the answers. Learn how OttoLearn packages them into a single platform you can use to deliver microlearning based reinforcement training, and go beyond completions to focus on outcomes.

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Instructional Design for Mobile Learning #id4mlearning

Learning Visions

1940s Bloom’s Taxonomy 1956 Mager Learning Objectives 1962 Gagne 9 Events 1965 ADDIE…1975 ADDIE and the 5 Rules of Zen 2002 The affordances of mobile devices are many – need to think about training and ID in new ways. Trend tracking and analysis 4. This may spark the need to learn more about something (e.g., augmented reality 6.

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U.S. on Track to Meet High School Grad Rate Goal

CLO Magazine

The number of dropout factories totaled 1,424 in 2011, down from 1,550 in 2010 and a high of 2,007 in 2002, the study found. The number declined by 583, or 29 percent, between 2002 and 2011. million fewer students attended dropout factories in 2011 than in 2002, according to the study. according to the study.

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