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Why Companies Should Spend More on Social Learning | Social.

Dashe & Thomson

Like many enterprise learning companies, we are actively brainstorming ways to incorporate collaborative Web 2.0 In the article she gives some scary statistics: Our recent study showed that 30 percent of US companies spent money on informal learning tools or services in 2010. In dollar figures, spending is minimal.

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Re-evaluating Evaluation | Social Learning Blog

Dashe & Thomson

And every company has agreed to use “Level 1: Reaction,” or?as Some companies will use “Level 2: Learning” to measure whether the learners have mastered the training course content. What is measured doesn’t seem to be what companies are interested in. as it has come to be known—the “Smile Sheet.” All Rights Reserved.

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Learning Technologies 2010 – Day 2 Recap

Upside Learning

After having a great first day at the Learning Technologies 2010 I was looking forward to an exciting second day. Josh is the President at Bersin & Associates– the research company. Source: Predictions for Corporate Learning & Training 2010 by Bersin. 2. Mobile Learning For Rapid Response by Dylan Stokes.

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A Few 2010 Training Industry Statistics

Kapp Notes

Here are a few highlights: Average training expenditures per learner in 2010=$1,041. 32% of training budgets decreased in 2010. 76% of companies do not use podcasting as a method of training. 51% of companies do not use application simulation tools for learning. 32% of training budgets decreased in 2010.

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Top 11 EdTech Companies in India – EdTech Excellence

Hurix Digital

Unacademy This Bangalore-based Edtech is one of the top EdTech companies in India. It launched as a YouTube channel in 2010 and pivoted into a full-fledged platform in 2015. Suppose your company wants to transform its learning initiatives with the smart use of AI, Machine Learning, automation, and gamification in education.

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GBL 2010 – Recap (Day 2 Part 1): Serious Games

Upside Learning

Also it is customizable and can be of great help for development companies like ours to use that as a base and create locally relevant serious games without incurring the same sort of expense. Related posts: Game Based Learning 2010 – Recap: Day 1 Patterns at Play – Fundamental to Games What are Serious Games? A Follow-up Post.

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Discovering generation Z: How to train and lead the latest generation

isEazy

Generation Z – those born between 1994 and 2010 – have entered the labor market with force. Bringing a digital vision and new technological skills to the table, this group poses a bold challenge to companies, who must quickly adapt to the needs of a new breed of employee. This new generation comes with its […]

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