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The Sound of Silence | Social Learning Blog

Dashe & Thomson

For an excellent illustration of this problem, check out this great example provided by the always-interesting Cathy Moore (click the image to launch the Flash player): Courtesy of [link] So, why does narration in eLearning frequently do nothing more than parrot back what’s written on the screen?

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Can Games Transform the World? | Social Learning Blog

Dashe & Thomson

by Jolene on March 11, 2011 in Gaming Theory , Instructional Design , Training Development , eLearning Over the last year or so, I’ve been thinking a lot about how to incorporate games into eLearning instructional design projects. The game randomly presented the players – the public – with the questionable receipts.

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The ongoing work of learning standards

Litmos

Initially, when you developed eLearning, you were pretty much dependent on the tool you developed it in. You could use any of the many authoring tools, such as Authorware, but you needed an appropriate player. In addition, IMS has released a specification for activity very much like xAPI, called Caliper.

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Virtual Boot-Camp: Games and Learning with the U.S. Military.

Dashe & Thomson

The Washington Post recently ran an article on Project MMOWGLI (Massively Multiplayer Online Wargame Leveraging the Internet), a new MMORPG being rolled out by the Office of Naval Research (ONR) that will allow thousands of players to participate in solving geopolitical crises created by hypothetical pirate attacks off the coast of Somalia.

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eLearning Review: A Module for the National Security Arena

Dashe & Thomson

Development: Total storyboard development time was apparently in the range of 20 – 40 hours, which isn’t bad given the number of interwoven pathways. When Im not busy helping to change the face of corporate learning, I like to train with the Dashe & Thomson company bike team, travel and read.

Module 100
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eLearning Review: A Module for the National Security Arena.

Dashe & Thomson

Development: Total storyboard development time was apparently in the range of 20 – 40 hours, which isn’t bad given the number of interwoven pathways. When Im not busy helping to change the face of corporate learning, I like to train with the Dashe & Thomson company bike team, travel and read.

Module 100
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What Can March Madness Teach Us About Blended Learning? | Social.

Dashe & Thomson

After a game is complete, the coach will break down the film, showing players what they did right and wrong. Blended learning may be a newer phenomenon in the corporate world, but coaches have been using a mixture of video, instructor-led, experiential and peer-to-peer learning for decades.