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Instructional Design and Rapid Prototyping: Rising from the Ashes of ADDIE

Dashe & Thomson

With Rapid Prototyping, the steps are crunched together to reduce the amount of time needed to develop training or a product (Jones & Richey, 2000). As one cycle proves effective and usable, the next cycle begins, based upon the best-practices of the previous cycle, and so on. Rapid prototyping methodology in action: (2000).

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Microlearning: What is it? And What Benefits does it Offer?

Learnkit

With the average attention span in North America dropping from 12 seconds in 2000 to 8 seconds in 2015 , the demand for shorter, more engaging training is higher than ever! Microlearning is focused learning that is delivered in bite sized chunks. Microlearning can be achieved using a number of different delivery methods.

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Big Ways Microlearning Helps Employees

Coreaxis

Research shows that the average adult’s attention span today is 8 seconds—down from 12 seconds in 2000. How can we effectively train when singular focus is so rare? This innovative learning strategy allows employers to relay smaller chunks of information that are more digestible and cost-effective.

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3 Key Concepts That Will Help You Understand Learning in the Digital Age

SHIFT eLearning

emphasizes a more connectivist approach to learning and teaching. These three "gogies" of effective online learning will help you get a clearer picture. Heutagogy , a concept developed in 2000 by Stewart Hase, refers to the study of self-determined learning. While Education 2.0 1) Heutagogy. And indeed it has.

Digital 111
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Top 12 Books Every L&D Manager Needs to Read!

Growth Engineering

We’re suckers for informative fun at Growth Engineering and Carey’s book is an engaging exploration into the psychology of learning. How we learn’ is brimming with recent research in knowledge retention, problem solving and learning strategy. The Advertising Effect: How to Change Behaviour’. Get reading! ‘

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The survival of higher education (1): Changing roles

Learning with e's

A few years ago I wrote a reflective essay to address that very question, based on two invited keynote speeches I gave in Norway and the Czech Republic, in May 2000. Such change and disruption has been in the background of my thinking about learning technology for the past decade.

Roles 88
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Closing the Gap:The Ultimate Goal of Elearning Training

Designing Digitally

The primitive offerings of the early 2000’s look very different than the mobile learning games of today. Title: Real-life crossover Description: One of the hallmarks of an effective game-based eLearning training simulation is the practicality of the activities to the real-world. In this scenario, everyone benefits.