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Augmented Reality – A New Dawn of Possibilities in Online Training / eLearning

Adobe Captivate

Augmented Reality – sounds like high-tech si-fi phenomenon. Augmented Reality is one of the finest examples of such inventions. In this blog, we will discuss the possibilities of Augmented Reality in digital learning – eLearning Industry as well as Learning and Development field. Johnson, et.

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4 Benefits of AI for Learners… and Teachers

KnowledgeOne

This is the case, for example, with the correction of objective answers in exams, or the creation of formative tests and quizzes. So, instead of repeating to the learner the notions studied, AI can design tests whose questions, pace and user options (a pause button, for example) are designed to stimulate memory retrieval.

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4 aspects of the brain revealed by neuroimaging

KnowledgeOne

This is the case, for example, of a type of aphasia resulting from lesions in Broca’s area, named after the physician who discovered it in 1861. Olivier Houdé, Bernard Mazoyer et Nathalie Tzourio-Mazoyer, Cerveau et psychologie , Puf, 2002. Thus, a cerebral area can be involved in the neural networks of various mental functions.

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Gamification trends for 2019

CHRP-INDIA

The term “ gamification ” was coined in 2002 by Nick Pelling but did not become popular until 2010. You may combine online training with a physical game and acquire its feedback or add augmented reality to quickly fix retention on how to use the equipment you have been trained on before.

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Mobile gives the edge

Learning with e's

There are many accounts of the effects of mobiles on education (see for example this blog post on 5 views on the future of mobile learning ). What will happen when the combination of GPS, cameras, augmented reality, voice control and mobility become mainstream, and everyone has access to information about everything, everywhere?

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Unravelling online training in 3 questions

KnowledgeOne

”, i.e. the techniques, functionalities and uses of the participatory web that allow users to interact with each other and to create or modify content; examples include social networks, sharing platforms and collaborative sites. In many cases, it integrates “Web 2.0”, ” Is digital learning a sub-type of elearning?

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Taking gamification in training to the next level

Matrix

That is my personal example of how engaging games can be and how they work even for those one might not expect. Gamification as a concept has been around since 2002 when Nick Pelling coined the term but has become increasingly popular in the last decade. Gamification – an effective panacea.