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Demystifying Moodle™: A Comprehensive Overview for 2023

Lambda Solutions

Developed in 2002 by Martin Dougiamas, Moodle has grown into a versatile platform used by educators, businesses, and institutions worldwide. Collaborative Tools: Discussion forums, wikis, and chat rooms encourage interaction and collaboration among students, fostering a sense of community.

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5 Bold But Practical, Elearning Trends For 2022

Spark Your Interest

But there will be some parts that will benefit from in-person interaction. Lecturing to a group of people for 30+ mins, with their mics muted and no interaction, will become passe at best. Elearning trends for 2022 will include an increasing expectation for interactivity. Elearning is here to stay in one form or another.

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How to Use Pedagogical Agents in Your eLearning

Infopro Learning

Interact with learners. In a study by Moreno, Mayer, Spires, & Lester, 2001, it was seen that students who learned by interacting with an on-screen agent generated 24 to 48 percent more solutions in transfer tests than the students who learned without an agent. These on-screen coaches serve various instructional goals.

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Networked noughties 2000-2002

Learning with e's

Other significant events in 2001 included the launch in July of Sky+, prompting a shift in our perceptions of what digital television could bring, and Interactive TV became a reality for many when it was made widely available in November of the same year. In 2002 there was failure and success for digital TV.

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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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Top 3 Questions to Ask Before Choosing eLearning for Your Association

Association eLearning

In fact, according to a Department of Labor study focused on adult learners, “enrollment in courses delivered entirely online increased by nearly 250 percent in the three years from 2002 to 2005.” The exact cost depends on a lot of variables, including number of instructional hours, amount of interactivity and media, etc.

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Boosting Customer Engagement with Gamified Learning Paths

BrainCert

The term " gamification " was coined by Nick Pelling , a British computer programmer and inventor, in 2002. By incorporating these elements into various aspects of life, including work, education, and personal development, gamification aims to make tasks more enjoyable, interactive, and rewarding.

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