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70-20-10: Origin, Research, Purpose

Performance Learning Productivity

Learning through Conversation – April 2016 Cal Wick, Bob Eichinger, Charles Jennings 70-20-10: Origin,Research, Purpose by Cal Wick Where It All Began The 70-20-10 model has been part of the corporate learning and development lexicon for decades. last group discounts it claiming 70-20-10 has no research to back it up and that it provides little value because the numbers are not accurate.

Research Shows Companies Should Encourage Social Learning

TOPYX LMS

In 1999, researcher Allen Tough spoke on the importance of informal learning at the Ontario Institute for Studies in Education. Speaking of a research project he had been involved with, he said, “We found about 20 percent of all major learning efforts were institutionally organized, or it was like a driving school instructor or piano instructor, something like that. Networking – 30%.

New Mobile Learning Research

Upside Learning

ASTD last week released its new research report, titled ‘ Mobile Learning – Delivering Learning in a Connected World ‘, which we are very pleased to have sponsored. The key findings in the report are: Less than one third organizations deliver learning content via mobile device, despite its high correlation with both the Learning Education Index and Market Performance Index.

Research Study: Learner Engagement-Call For Participation

InSync Training

Engagement Research Study Think about the last time you were a student in any type of instructional delivery. Were you engaged in the experience? Quantifying ''engagement'' is something that all training professionals struggle with. The results of this r esearch, being conducted by an InSync colleague as part of his doctoral studies, will be useful to our entire industry.

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Are your managers ready for a world without formal performance reviews?

Our research has told us loud and clear that current approaches to developing these. SETTING. EXPECTATIONS: My team members are clear on. their roles & responsibilities. 2. DELEGATING: I effectively identify tasks that. others can take on to develop their. capabilities and free my time for. more strategic activities. 3. COACHING: I support my team members by. challenging and encouraging them.

Research Reviews of the Spacing Effect.

Will at Work Learning

I've been following the spacing effect for over a decade, writing a research-to-practice report in 2006 , and recommending the spacing effects to my clients and in the guise of subscription learning (threaded microlearning). One of the fascinating things is that researchers continue to be fascinated with the spacing effect producing about 10 new studies every year and many research reviews. Here are a list of the research reviews from most recent to earliest. The psychology of learning and motivation: Advances in research and theory (pp. Research Briefs

Research Brief: Measuring the ROI of Informal Learning

Docebo

Download Brandon Hall Group ’s new research brief, and get a free assessment tool developed by Docebo to get a clear picture of how your social and informal learning strategies align with international benchmarks. The post Research Brief: Measuring the ROI of Informal Learning appeared first on Docebo. Measuring the ROI of Informal Learning. DOWNLOAD THE REPORT. Docebo Blog ELEL

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Recent Research Review -- Reviewed (and Lamented)

Will at Work Learning

About two years ago, four enterprising learning researchers reviewed the research on training and development and published their findings in a top-tier refereed scientific journal. Unfortunately, a vast majority of professionals in the workplace learning-and-performance field have never read the research review, nor have they even heard about it. Is This Research Any Good?  .

Brain Based Learning and Neuroscience – What the Research Says!

Will at Work Learning

What We Believe. I’ve started doing a session in conferences and in local trade-association meetings I call The Learning Research Quiz Show. After each question, I briefly state the correct answer and cite research from top-tiered scientific journals. Researchers Pedro De Bruyckere, Paul A. Portraying standard learning research as neuroscience. Research Citations.

A Development Journey to More Effective Managers [Infographic]

Research shows that many. A DEVELOPMENT JOURNEY TO. MORE EFFECTIVE MANAGERS THE PROBLEM Too much of our focus is on activities instead of results. managers lack the foundational skills they require to drive results, yet investments to. help them develop often don’t create the impact we want. The typical manager training. program exposes managers to some content and then well.we Hope for the.

Culture of Learning Research from ATD & i4cp

The Peformance Improvement

As with all survey research, some caveats should be considered when interpreting the findings. The Association for Talent Development (ATD) and Institute for Corporate Productivity (i4cp) collaborated on a study of a “culture of learning” in organizations and the impact of that culture on  performance. The study’s authors concluded that…. Learning cultures are rooted in the hiring process.

New Research: Best-in-class corporate learning approaches that drive business results

Axonify

recent report by Aberdeen Group , entitled “From Learning to Knowledge: Best-in-Class Methods for Enabling Employees to Propel the Business Forward,” provides research to confirm modern thinking about corporate learning. I attended the CLO Symposium this week, which shone a spotlight on the struggle L&D leaders face to keep up with modern workplace demands.

Research on Smile Sheets -- New Video

Will at Work Learning

Learning Measurement Research World Work-Learning Research performance-focused research smile sheets thalheimer videoI created a video to help organizations fully understand the meaning of their smile sheets.  . You can also view this directly on YouTube: https://youtu.be/QucqCxM2qW4. QucqCxM2qW4.

Making Sense of Research

Clark Quinn

One announcement that was less noticed was the announcement of a new research endeavor, but I wonder if it isn’t the most game-changing element of them all. What Apple has done is to focus specifically on health data from their HealthKit, and partner with research hospitals. What they’re saying to scientists is “we’ll give you anonymized health data, you put it to good use” A number of research centers are on board, and already collecting data about asthma and more. And low and behold, a massive example was revealed last week.

The Performance Management Storm: Four Macro-Trends Driving the Change

Research highlights how this ambitious, value-driven, somewhat impatient. appetites for growth, the research around. 1Why Your Company Will Need to. Rethink Performance Management eGuide Part 1: The Argument. for Change 2 3About this Guide Organizations are increasingly. moving from traditional performance. management systems (organized as. an annual review process) to newer. If the.

New MOOC Research: What the Findings Mean for Corporate Training

Your Training Edge

Aside from the time savings, the cost savings , and the boost in learner engagement, one of the biggest areas where massive open online courses (MOOCs) provide benefit is education research. Here we’ll review some of the new research that has come out of MOOCs and other technology-enabled learning environments and explore what the findings mean for corporate training. It works.

Shocking outcomes from ATD research on Instructional design

Challenge to Learn

The ATD published a report on Instructional design: “Instructional design now: a new age of learning and beyond” They did a survey among 1120 learning professionals. find outcomes of this report shocking. For 92% the most popular tool is traditional classroom training, and only 38% believes that they meet their learners needs. Here is their info-graphic. 77% – Assessments.

Research in Gamification of Learning and Instruction

Experiencing eLearning

” In that post, I shared several links to research about the effectiveness of games for learning. If you are interested in a more in-depth review of research, Karl Kapp’s new book The Gamification of Learning and Instruction has an entire chapter titled “Research Says…Games are Effective for Learning.” ” (Wolfe, 1997). ” (Hays, 2005).

Informal Learning Research Report

Jane Hart

Inthis new E-Learning Guild Survey Research Report,Informal Learning Takes Off, Iexamine the results of a survey about informal learning in the workplace. The results show that there are nowmany interpretations of the term informal learning – from non-traditional approaches to training to autonomous, unplanned individual and team learning. Social learning

Living up to the Promise of eLearning: Closing the Learning-Doing Gap

Capital Trends research found that only 40 percent. 1 kineo.com info@mplus.kineo.com 312-846-6656 Hard to believe that it’s been almost 20 years since the term “eLearning” entered the corpo- rate learning lexicon. And just in the last five years, the velocity at which new solutions have entered. the market has gone through the roof. We now. learning nuggets. rate content. Right? Wrong!

Giving Learners More Control in eLearning: What Does the Research Say?

Will at Work Learning

Before I tell you what the research says, challenge yourself with this one-item quiz question:  . Our job then as elearning designers is NOT to give up control to our learners, but to design a learning experience that uses proven research-based techniques to guide learners through an effective repertoire of learning experiences. Certainly, the research finding shouldn't be construed to mean that we should never give learners control, but it does mean that as an over-riding design principle, it's a bad idea. The Research Reviewed. Loading.  . SMILE. Karich, A. C.,

L&D lessons from learning games research

Sponge UK

Some of the most useful reports are meta analyses of different studies that reveal the trends common to all the games research. Research into learning games Robert T. Much of the research into games effectiveness highlights that games shouldn’t be used for everything and should always be part of a wider training programme. Games games gamification webinar

New Mobile Learning Research Report

Upside Learning

We have always believed that mobile is the future of learning and have continually strived to evolve our offerings in line with that belief. As predicted early last year, 2013 saw an explosion of mobile devices in the learning field, with tablets in particular being in the forefront of this growth. Being associated with and […]. Mobile Learning

ASTD Webcast On New Mobile Learning Research

Upside Learning

Regular readers of this blog will be aware that we recently supported ASTD research on Mobile Learning , a report around that was released in May 2012. ASTD conducted a free webinar on that research report this week. Mobile Learning mLearning Mobile Learning ResearchManager, Learning Technology at Qualcomm). Is mobile learning really happening?

Move Beyond Learning to Applying: A Modern Management Development Program

Capital Trends research found that only 40 percent. 1 kineo.com info@mplus.kineo.com 312-846-6656 Hard to believe that it’s been almost 20 years since the term “eLearning” entered the corpo- rate learning lexicon. And just in the last five years, the velocity at which new solutions have entered. the market has gone through the roof. We now. learning nuggets. rate content. Right? Wrong!

Value of Research

Kapp Notes

As an academic and a person who values research, I think it is critically important to our industry to back research and to use it to make sound judgments regarding the design, development and delivery of e-learning. Another group that is assisting in that area is the eLearning Guild who is doing some fantastic research in our industry. However, research does not come without cost as anyone will tell you and Cammy over at Learning Visions has some concerns about the high cost of guild research in her post titled e-Learning Guild Synchronous Learning Systems.

Game To Teach Researching Skills

Web Courseworks

This past week our gaming department at Web Courseworks has posted a new blog entry on Games Can Teach , about an intriguing experimental game that the University of Michigan Institute of Museum and Library Studies has been using to tackle a trending problem in today’s academic world: bad research habits. This game, called BiblioBouts , aims to teach students how to properly research subjects for their academic needs. BiblioBouts eLearning games interactive research Serious GamesSome of the great points that it touches on: - Augmented reality experience.

Do Your Research! 6 Reasons Why Research is So Important for Your Business

OpenSesame

When we think of research, we often think of analyzing scholarly information. However, if you’re involved in any kind of business operation, research will help you gather the necessary data for your industry to be successful. In fact, asking questions and researching answers or recommendations is essential for making major business decisions. Research it!  .

Applying Brain Research

CourseArc

Instructional Design Brain Research Brain Rules eLearning visual cuesIn the 1990s, scientists began using Functional MRIs (fMRIs) to see how the brain functions. fMRI is different than a normal MRI that looks at the structure of the brain. fMRI takes baseline images of the brain while it is at rest and then compares them to imaging of the brain while it is doing an activity.

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4 Ways to Close the Learning-Doing Gap for Front-Line Managers [GUIDE]

and research led us to identify that one. FOUR WAYS TO CLOSE THE. LEARNING-DOING GAP FOR. FRONT-LINE MANAGERS 4FOREWORD We’re in business to help organizations. achieve their goals by making sure their. employees have the knowledge and skills. they need to succeed. Our experience. audience organizations consistently. struggle to do this well for is front-line. managers. We were puzzled.

Games and Gamification: Research from the eLearning Guild

Knowledge Guru

It includes numerous case studies and examples of games being used in the workplace today, and summarizes recent research on games for learning. I’ll attempt the summarize my key takeaways from the report, but I encourage you to download the full report and read it yourself. Research Support Games and Gamification for Learning. My takeaway? The result? Summary.

Research Spotlight: Learning Analytics: A Practical Pathway to Success by Sharon Vipond and A.D. Detrick

Learning Solutions Magazine

Learning Research Management Training StrategiesThe eLearning Guild’s newest white paper provides timely information and guidance that supports and extends the ongoing. goals of the September 2016 Data & Analytics Summit. This article reviews some of the basic concepts and practical advice. presented in the white paper.

Spacing Learning Over Time -- Research Report

Will at Work Learning

Here''s a research-to-practice report on the subject, backed by over 100 research studies from scientific refereed journals, plus examples. Click to download the research-to-practice report on spacing.    It''s a classic!  . And here''s some more recent research and exploration. Learning Fundamentals Research World Thoughts on Learning research spacing spacing effect spacing learning over time The spacing effect is one of the most potent learning factors there is--because it helps minimize forgetting.

eLearning Guild Research: Making mLearning Usable by Patti Shank

Learning Solutions Magazine

Learning Research Mobile Learning The eLearning Guild has completed an important study of how people interact with mobile devices. If you design mobile apps for eLearning, this study will help you design better: minimum sizes of text for various mobile devices, preferences for touching different devices, designing for keyboards, design differences for phones, phablets, small tablets, and large tablets, and much more.

Summary of #Games Research Qualitative Literature Review Conducted by Fengfeng Ke

Kapp Notes

Fengfeng Ke, a researcher focusing on digital game-based learning, computer-supported collaborative learning, and simulations for instructional use, conducted a review of 89 research articles that provided empirical data on the application and effectiveness of computer-based instructional games. She classified the studies into five different areas to examine separate research questions. However, not all 89 studies where applicable to all the research questions so for some research questions the pool of studies is less than 89. Source: Ke, F. 2009). In R. E.

Learners' Often Use Poor Learning Strategies -- From a Research Review

Will at Work Learning

I just read the following research article, and found a great mini-review of some essential research. Researchers’ Review of Learners’ Poor Learning Strategies. The research Hagemans, van der Meij, and de Jong did is good, but what struck me as even more relevant for you as a learning professional is their mini review of research that shows that learners are NOT very good stewards of their own learning. The research article is available by clicking here. Hagemans, M. G., van der Meij, H., & de Jong, T. 2013). doi:10.1037/a0029433. 2004). 2007).