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SweetRush Ranked #1 Top Content Provider With AI Tools Expertise

SweetRush

Best known for its learner-centric custom learning solutions that blend instructional design best practices with agency-level creative design, SweetRush has been disrupting the L&D industry since 2001 and has been judged by many as the world’s most innovative learning provider.

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Personalized and adaptive learning

Clark Quinn

I dug into that and all the learning styles literature, and cognitive factor analysis, and content models around learning objectives, and revisited my interest in intelligent tutoring, and more. I was able to hire a stellar team, and create an approach that was scientifically scrutable (e.g. no learning ‘styles’ :).

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SweetRush Earns Rose Gold at the 2018 Muse Creative Awards

SweetRush

We are over 100 people strong and have been in business since 2001. Our deliverables span from analysis and curriculum mapping to the creation of blended training products, including live and virtual classroom training and the gamut of custom-developed eLearning modalities.

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SweetRush Named a Top Content Development Company by Training Industry

SweetRush

We are over 100 people strong and have been in business since 2001. Our deliverables span from analysis and curriculum mapping to the creation of blended training products, including live and virtual classroom training and the gamut of custom-developed eLearning modalities.

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Agile Microlearning Explained

Learner engagement and retention doesn’t have to be a mystery. Cognitive science theories already supply the answers. Learn how OttoLearn packages them into a single platform you can use to deliver microlearning based reinforcement training, and go beyond completions to focus on outcomes.

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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. Purpose/(education) objectives – learner-centered needs analysis 3. Did we achieve that as a company?

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SHOULD WE REALLY GIVE LEARNERS CONTROL?

Learnnovators

Cut to the year 2001. Needless to say, he had addressed the subject, and here’s his research-informed take: [link] The inference in brief: The meta-analysis cited by Will found NO benefit for learner control. Or should we give full control to the learner, and allow them to completely determine their own learning process?

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