Meta-Learning, 2001

Jay Cross

Everyone has the capacity to learn but most people can do a much better job of it. Learning is a skill one can improve. Learning how to learn is a key to its mastery. Learning is the primary determinant of personal and professional success in our ever-changing knowledge age. People and organizations that strive to succeed had better get good at it. Our goal is to help them. Meta-Learning

Job 40

AP English Literature and Composition 2001 Free-Response

E-learning Uncovered

AP® English Literature and Composition 2013 Free-Response Questions. About the College Board. The College Board is a mission-driven not-for-profit organization

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Travel Backward in Time and Search Google circa 2001

Mark Oehlert

the Google 2001 Index Search page. and just as an extra, here is a link to the archive of e-Clippings when it lived as a newsletter

2001: A year of key learning

Corporate eLearning Strategies and Development

Since '01, 9/11 has been a time to reflect on what I learned in 2001. I learned many things in 2001, but one thing stands out above them all. 2001: July - My wife and kids vacation in N.Y. 2001 taught me a lot. We bought the DVD " The Concert for New York " and watch it every year. What did you learn? with family (without me).visit visit the wold trade center. August - Our house burns down September - N.Y.

Agile Microlearning Explained

Bruning, 2001; Narciss & Huth, 2004; Shute, 2006), 7 Mayer & Moreno, 2002; Phye & Bender, 1989 8 Anderson et al., 2001; Azevedo & Bernard, 1995; Corbett & Anderson, 1989, 2001; Dihoff et al., COGNITIVE SCIENCE BEHIND OTTOLEARN v1.1

Experiencing E-Learning » Daily Bookmarks 10/06/2009

Experiencing eLearning

It’s Amazing What Creating Online Energy Can Do!

InSync Training

I’ve been presenting online since 2001. This is the first part of our guest blogger Susan Bassett's two-part blog post. The second post will be published Tuesday, February 27, 2018. I’ve always felt a certain sense of excitement when working with top-notch trainers and producers in creating active, energetic online sessions. Terrific online professionals make choices about how they present which results in transforming distracted, impatient, and overwhelmed attendees into engaged learners.

From Print to Digital: The Advantages of eLearning in Higher Education

Gutenberg Technology

Meanwhile, the incoming class of college freshmen were born in 2000 or 2001. Did you know that the college class of 2020 is full of students born in 1999? That means that these current and future college students are part of Generation Z. Education eLearning online learning higher education onboarding

Transformative Learning Theory In Action

Dashe & Thomson

Many remember 2001: A Space Odyssey for depicting one of the most famous epiphanies in cinema history. Eureka! With bones splintering across the screen and kettle drums thundering in the background, a solitary ape invented a weapon in an electrifying moment of inspiration. It probably would have shouted, “Eureka!” too, if it could utter anything more than simple grunts. Yet, how well do you think the ape retained that lesson?

Theory 152

4 Tips on Creating eLearning Programs for Digital Natives

Gutenberg Technology

The term "digital native" was originally coined by Marc Prensky back in 2001. The term implied that a new generation of learners was emerging, and that their learning curve in handling technology was much less steep than previous generations - if it even existed at all. eLearning corporate training

APA Style Blog: How to Capitalize and Format Reference

E-learning Uncovered

APA CITATION STYLE: EXAMPLES based on the Publication Manual of the American Psychological Association, 5th edition, CSB & SJU Reference BF.P83 2001

eLearning Toolbox Throwback #TBT

eLearning Cyclops

I started in eLearning in 2001. Although not long ago, it is light years behind us when it comes to development tools. Here are the eLearning tools I was using during my first few years in the industry. And my LMS. What is in your Throwback Thursday Toolbox? e-Learning Tools

e-Clippings (Learning As Art): Dissertation: The Effective Integration of Digital Games and Learning Content by M.P.J. Habgood

Mark Oehlert

"This thesis provides a theoretical and empirical exploration of game designs that follow a more integrated approach, broadly known as intrinsic integration (Kafai, 2001). e-Clippings (Learning As Art) Home Archives Subscribe About My Social Networks « Kindle.The Universal Textbook? Main | Id like to pass along my latest addiction.say goodbye to free time. » November 20, 2007 Dissertation: The Effective Integration of Digital Games and Learning Content by M.P.J.

A New Year Filled With Magic

Experiencing eLearning

I came across this quote from Neil Gaiman , originally from 2001 but it’s made the rounds several time since then. May your coming year be filled with magic and dreams and good madness. I hope you read some fine books and kiss someone who thinks you’re wonderful, and don’t forget to make some art — write or draw or build or sing or live as only you can. And I hope, somewhere in the next year, you surprise yourself.

Track 218

Personalized and adaptive learning

Clark Quinn

We got it up and running before, well, 2001 happened and the Internet bubble burst and… In some sense, the system was really both, in the way I’m thinking about it. For reasons that are unclear even to me, I was thinking about personalized versus adaptive learning.

Learning Curves and the Workplace Environment

The E-Learning Curve

In their seminal 2001 white paper Dillon & Hallet suggest a useful interpretation of the learning curve, and introduce their concept of the e-learning curve. Continue Reading → The post Learning Curves and the Workplace Environment appeared first on E-Learning Curve Blog. Learning Curve Constructivism corporate development knowledge worker learning curve workplace learning

Experience API, cmi5, and Future SCORM by Art Werkenthin

Learning Solutions Magazine

Originally released in 2001, SCORM is rapidly becoming obsolete. The current standard for eLearning-to-LMS communication is SCORM, the Shareable Content Object Reference Model. Here is an update on the path to a new standard. Development Strategies Emerging Topics Learning Systems Measurement Training Strategies

CoreAxis Launches Modern Brand and New Product Offerings while being steadfast at the Core

Coreaxis

Boston, MA, November 24, 2020: CoreAxis (CA) a Boston based elearning Company that began over 20 years ago and that has a history steep in experience with respected companies, has rebranded to better fit the expansive and changing needs for their clients.

Agile 52

How to Write a Check

E-learning Uncovered

25 Read & Write Mini-Books That Teach Word Families: Fun Rhyming Stories That Give Kids Practice With 25 Keyword Families Paperback – April 1, 2001 Using this tool you can learn how to say any number in English and find answers to questions like: What is the ordinal number of 25. How do I spell the ordinal number 25.

Teach 43

Constructivism 8: Challenges of Elearning

The E-Learning Curve

Regarding the challenges of elearning, in 2001 David Jonassen argues that “most e-learning replicates the worst features of face-to-face instruction: it may be cheaper to ‘deliver’ over the Internet, but it won't be more effective. For “substantive change" we must create meaningful learning experiences. Continue Reading → The post Constructivism 8: Challenges of Elearning appeared first on E-Learning Curve Blog.

The Evolution of E-Learning: from Baby Steps to Giant Leaps

iSpring Solutions

The definition is as new as 2001, though the term e-Learning was first used in the year 1999 when the word was first utilized at a Cognitive Behavioural Therapy (CBT) seminar. Shared. E-Learning is defined as the use of the Internet and other digital technologies to educate people without geographical boundaries. This is also why e-Learning is still considered as a new form of learning. E-Learning has evolved in different ways in the education. Read more ». e-Learning

Learning Curves and the Workplace Environment

The E-Learning Curve

In their seminal 2001 white paper Dillon & Hallet suggest a useful interpretation of the learning curve, and introduce their concept of the e-learning curve. Learning Curves and the Workplace Environment is a post from: E-Learning Curve Blog.

Free Stock Photo Site: SXC

Take an e-Learning Break

SXC was launched in February 2001, as an alternative for expensive stock photography. The idea was to create a site where creative people could exchange their photos for inspiration or work. Check it out: [link

Stock 40

Next Button: Yay or Nay? A Research Perspective on a "Pointed" Question

Patti Shank

2001). 2001). Research offers important clues to difficult and complex questions. The reason I say clues and not answers is that science is a moving target and some research is not done well or is not applicable to the specific question.) I find that research doesn't always tell me what I expect, however.

Free ebook - WINDOWS ON THE WORLD

Take an e-Learning Break

WINDOWS ON THE WORLD is science fiction set in a post-apocalyptic world in which an orphan girl, Shama Katooee, is summoned to an elite military academy in order to travel back in time to New York City on September 11, 2001, to save the future. Get a free ebook copy of the book written by Andrea White (former Houston mayor Bill White's wife).

eBook 50

Scope Creep: It’s Not Just the Project Manager’s Problem

eLearning Brothers

Here are a few suggestions I found in some online instructional design articles that may help (Butler, 2012; Doll, 2001): 1) Thoroughly understand the project’s goals and vision. Doll, Shelley (2001). It doesn’t matter whether you are a beginning instructional designer or a seasoned veteran, you have most likely already experienced “scope creep.” Like most of us IDs, you have probably even been guilty of allowing a little bit (or a lot) of scope creep to enter into a project.

Why soft skills training games are important for your organization?

Indusgeeks

Houghton & Proscio, 2001; Moin & Biswal, 2012; Office of Disability Employment Policy, 2010). The Importance and Demand for Soft Skills Training Employer surveys indicate soft skills, preparation, and confidence are more essential to the success of job applicants during the interview process much more than academic or technical skills for that matter. Approx. Read More. The post Why soft skills training games are important for your organization?

Games 40

The Perfect Fit: The Device Agnostic Future of eLearning

OpenSesame

While the surrounding world has undergone many technological, user experience, and design advances, most of the eLearning courses I’ve taken recently feel very 2001. . Imagine trying to navigate a website from 2001 today. Check out these throwback websites from 2001 for examples.) But hopefully the trend I’m starting to see continues: we escape the 2001 design freeze and instead see more and more eLearning courses that align with our digital expectations today.

The Answer to Automation Is Learning

Your Training Edge

Since 2001, he has been the president of Brainier Solutions, a Minneapolis-based company that provides technology-based training and development products to corporations worldwide. Change is coming to the U.S. workforce and in many cases is already here. The McKinsey Global Institute estimates that around 20% of current jobs could be automated right now. Technology is going to completely change the jobs of millions of Americans, if it hasn’t already.

Trends 139

Video Training for Learning & Solving Problems

Your Training Edge

Leidner, Technology-mediated learning: a call for greater depth and breadth of research, Information Systems Research 12(1), 2001, pp. Leidner, Technology-mediated learning: a call for greater depth and breadth of research, Information Systems Research 12(1), 2001, pp. Leidner, Technology-mediated learning: a call for greater depth and breadth of research, Information Systems Research 12(1), 2001, pp.

Serious Games & e-learning Gamification #ICELW Concurrent Session Notes

Learning Visions

Games = organized play (Prensky (2001) Serious games = games with purpose Gamification = use of game design elemnts in non-game contexts (Deterding, 2011) Beyond complexity…a methodology (HEXA-GameBasedLearning GBL): 1. These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW) , happing this week in NYC. Forgive any typos or incoherencies. Margarida Romera, Professor University Laval (Quebec) -- with a link to her slides on this session.

How to Use Pedagogical Agents in Your eLearning

Infopro Learning

In a study by Moreno, Mayer, Spires, & Lester, 2001, it was seen that students who learned by interacting with an on-screen agent generated 24 to 48 percent more solutions in transfer tests than the students who learned without an agent. Here are Two Sample Course Screens. Which sample do you find more effective? For most of us, it is easier to relate to the second example.

Voice 304

New Case Study Explores Using New Technologies to Support Human Interaction

ATD Learning Technologies

Since the company went public, annual revenues have jumped from $11 billion (in fiscal year 2001) to $31 billion (in fiscal year 2015). The following is an excerpt from ATD Research’s latest case study, Accenture: Delivering High Touch Learning With High Tech Tools. In the Spring of 2016, 500 Accenture executives gathered at the company’s North American learning campus, the Q Center of St. Charles, Illinois, for the annual Managing Director School.

Symphony Technology Group Acquires EthosCE, Leading Healthcare Learning Management System

EthosCE

Established in 2001, DLC Solutions develops innovative e-learning solutions to support diverse professional populations.

Colorado Technology Association announces the 2015 APEX Awards nominees

mLevel

Since 2001, the Colorado Technology Association has hosted this prestigious event to bring together the technology community and celebrate the exceptional people, companies and accomplishments of the year. The 15th annual APEX Awards will be held November 5 in downtown Denver.

Joy to the World of Work

The Performance Improvement Blog

Starting in 2001 and even after considerable growth and changes in location, the company has succeeded in maintaining a work environment that is joyful. . It’s fitting, in this holiday season, to be talking about "joy". Menlo Innovations , a software development company in Ann Arbor, Michigan, has made a joyful workplace its goal and has found that, by doing this, business success follows. In Joy, Inc. ,

Getting Into the Flow: How Casual Games Increase Learning Engagement

Axonify

vigilance and stress) (Hamann, 2001; Cahill & McGaugh, 1998). 2001). People are more disengaged than ever. A poll by the Gallup organization estimates that in 2015, “the majority (50.8%) of employees were ‘not engaged,’ while another 17.2% were ‘actively disengaged’.” Actively disengaged” is one of my favorite phrases. I interpret it to mean that a person actually has to work to be disengaged; they have to try to be disengaged. Either way, disengaged employees can be an issue.

Games 140