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Personalized and adaptive learning

Clark Quinn

We were going to profile learners, but then also track their ongoing behavior. 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. no learning ‘styles’ :).

Personal 289
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SweetRush Earns Rose Gold at the 2018 Muse Creative Awards

SweetRush

You can affect mindsets and behavior. 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. About SweetRush.

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SweetRush Named a Top Content Development Company by Training Industry

SweetRush

You can affect mindsets and behavior. 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. About SweetRush.

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AI isn’t coming for hotelier jobs. It’s making them easier

Attensi

There’s a lot of hype and even fear around AI, which probably comes from movies like iRobot and 2001: A Space Odyssey. Traditional methods are also static, offering no real personalization or analysis of how staff are performing in their training. , “Will it replace the need for people entirely?”, and “Will it become sentient?”

Job 52
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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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SOLUTIONING IMPLICATIONS OF HEGEMONY

Learnnovators

In information security, as quite a few studies confirm, age is not the sole or defining factor for predicting risky behavior. Also, Dude may overlook the difference in compliance behaviors among genders within a generation because he believes a stereotype about ‘that whole generation’. Important Questions We May Fail to Raise.

Solution 130