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Training vs. Learning and the Role of Mobile Devices

Dashe & Thomson

Through an interview with John Congemi, senior manager of retail learning and development, we learn that all training initiatives at Best Buy now center on the three pillars of ROLE: freedom, co-creation and a robust library of learning content. Going forward, our retail associates can learn where, when and how they choose.” Properly d.

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Training vs. Learning and the Role of Mobile Devices | Social.

Dashe & Thomson

Through an interview with John Congemi, senior manager of retail learning and development, we learn that all training initiatives at Best Buy now center on the three pillars of ROLE: freedom, co-creation and a robust library of learning content. Going forward, our retail associates can learn where, when and how they choose.” Properly d.

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Engagement: A Critical Element in Learning and Gamification

Kapp Notes

While this seems straightforward, most students are used to playing passive roles in the classroom and not being engaged during the teaching process. Gibson, 2009). Merrill (2009. Instructional-design theories and models: Vol. 2009) First principles of instruction. Instructional-design theories and models: Vol.

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Theories for the digital age: Postmodern perspectives

Learning with e's

Consumers of Web based content tend to search randomly and nomadically, due to the multi-layered, multi-directional nature of hyperlinked media and this aligns neatly with some post modern theory. 2009) The Wisdom of Crowds: Why the Many are Smarter than the Few. 1964) The Painter of Modern Life , New York, NY: Da Capo Press.

Theory 98
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eLearning Conferences

Tony Karrer

JANUARY 2009 January 3-4, 2009 New Presidents Program , sponsored by the Council of Independent Colleges, Hyatt Regency Coconut Point, Bonita Springs, Florida, USA. link] conferences_events/presidents/ 2009.asp. link] conferences_events/presidents/ 2009.asp Thanks for your cooperation. link] downloadfile.cfm?docnum=446

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Use of Challenge in Gamification and Learning Design

Kapp Notes

In content gamification, challenge plays a big role engaging learners. The idea is that the instruction should use a progression of increasingly complex whole tasks (Merrill, 2009, pg. 1981) Toward a theory of intrinsically motivating instruction. 2009) First principles of instruction. White, 1959). Content Gamification.

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The Renewed Importance of EHR Training – Meaningful Use Incentives.

Dashe & Thomson

However, with the passing of the American Recovery and Reinvestment Act of 2009 (ARRA), that’s all changed, and there is now significant financial incentive to adopt — and properly use — an EHR system. Up until now the effects of these failed implementations have amounted to little more than lost opportunities. Properly d.