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Online Academy Helps to Keep Lectures Where They Belong: Out of.

Dashe & Thomson

Social Learning Blog Training and Performance Improvement in the Real World Home About Bios Subscribe to RSS Online Academy Helps to Keep Lectures Where They Belong: Out of the Classroom by Jon on March 21, 2011 in Classroom Learning , Video , blended learning Where do the most innovate ideas in learning come from? All Rights Reserved.

Lecture 134
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ADL accepts eFront as SCORM 2004 adopter

eFront

News from the e-learning frontier Pages Home About Community Free e-Learning Resources Contribute to the e-Learning Community 4/08/2010 ADL accepts eFront as SCORM 2004 adopter eFront is an LMS commited to international standards. we offer support for the latest iteration of SCORM 2004, its 4th edition. wibiya widget Simple template.

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Vote for The Best of ELearning 2011 Awards

eFront

Are you going to vote for The Best of Elearning 2011 Awards? The end of the nomination period is in August 1st and The Best of Elearning Awards 2011 will be honored at the Enterprise Learning! The end of the nomination period is in August 1st and The Best of Elearning Awards 2011 will be honored at the Enterprise Learning!

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Adapting to change: Going hybrid and supporting standards

Rustici Software

When I first joined Rustici in 2011, SCORM was the de facto standard for our customers. In 2011, Rustici Engine supported SCORM 1.2, SCORM 2004 and AICC. , you can adapt to the changes that inevitably happen. The same holds true for the standards that we support and the ever changing needs of our customers.

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Engagement: A Critical Element in Learning and Gamification

Kapp Notes

Sitzmann (2011) found individuals learned more, relative to a comparison group, when simulation games actively, rather than passively, conveyed course material. Salen and Zimmerman (2004) identify a model that presents four modes of interactivity or levels of engagement that a person may have within an interactive system such as a game.

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Create Autonomy in Gamification and Other Learning Environments

Kapp Notes

Clark & Mayer, 2011; Reeve et al., The relationship between a learner’s “choice and system’s response is one way to characterize the depth and quality of interaction” (Salen & Zimmerman, 2004, pg 61). A gamification experience has to incorporate not just explicit engagement, but meaningful choice.

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My 1-liners from ElNet 2011

E-Learning Provocateur

Clinton Smith contrasted the main varieties of e-learning in the VET sector in 2004 – self-paced learning (online courses), online distance learning and web in class – against those in 2008 – live online learning (virtual classes), knowledge sharing (social networking) and virtual worlds, simulations and games.