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Multi-Generational Learning in the Workplace

Janet Clarey

34 (1) 5-32, 2005-2006. Innovations in eLearning Symposium 2006. Springer Boston. References all hodgepodge and not APA because I’m not getting graded for this post: Baird, D.E. & & Fisher, M. Neomillennial User Experience Design Strategies: Utilizing social networking media to support “always on” learning styles.

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Cammy Beans Learning Visions: Flash: Embedding Video in the Experience

Learning Visions

Thursday, June 15, 2006 Flash: Embedding Video in the Experience I really like how they did this. The more robust codec (compared with mx 2004) has been used extensively in sites like ABC, NBC, and The New York Time to name a few. Cammy Beans Learning Visions Musings on eLearning, instructional design and other training stuff.

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Cammy Beans Learning Visions: Lance Dublin: Formalizing Informal Learning

Learning Visions

Marcia Connor’s four-square chart from 2004 (pre web 2.0): Formal (classes, elearning, meetings)/Informal (community, teaming, playing) Intentional (reading, coaching, mentoring)/Unexpected (self-study, exploring, internet surfing) The choice is not informal vs. formal. It moves it on the contiuum. It’s not black and white.

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Agile Design: An Ethos for Creating Learning Platforms

Big Dog, Little Dog

— Kent Beck (2006 interview with InfoQ). Turner (2004). Boston, MA: Addison-Wesley. Trying to apply someone else's template to your organization directly doesn't work well. It leaves out too many important details of the previous successes and ignores your company's specific situation." References. Agile Alliance (2001).

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Cammy Beans Learning Visions: Multi Generational Learning in the Workplace

Learning Visions

Debard (2004) Values of various generations from multiple sources that has implications from learning). Where do you come from? What is a generation? Howe & Strauss: "a common age location in history and a collective peer personality." pioneers in the field of gen studies). Take the Survey!

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Cammy Beans Learning Visions: Women, Gaming & the Guild Master Ceiling

Learning Visions

Karl sites statistics that "Seventy percent of the players of the social interaction game The Sims are women under twenty-five," and that the number one game from May 2004-July 2006 was Princess Fashion Boutique. But I would argue not in the same numbers as the boys. 25) Yes, girls play Princess Fashion Boutique in record numbers.

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Learning During Times of Growth

CLO Magazine

This From the Vault article was originally published on CLOmedia.com in April 2006. . Consider the possibility of doing real-time knowledge sharing through PDAs or podcasting that would take a successful customer solution in, say, Boston and disseminate it to crewmembers in every airport. when it acquired Union Planters in early 2004.