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Learner Engagement: Behavioral, Cognitive, & Affective

Experiencing eLearning

That’s part of behavioral engagement. Behavioral engagement. Behavioral engagement is the actions and behaviors people take during learning, which may support or hinder learning. Different researchers have identified different behaviors as showing engagement, but this one seems relevant for workplace elearning.

Cognitive 252
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Expectations From eLearning Authoring Tools

Upside Learning

2004, AICC). One more feature which is not required in most cases but would be much of help to advanced authors – is some way to extend/customize tool functionality through programming. Should be able to import/export content (like PPT, DOC, or simple HTML), and allow for edits after import. Standard and customizable compliance.

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Game-Based Learning Impacts Youth Behavior/Attitudes

Web Courseworks

The Children’s Hospital of Wisconsin has been supporting youth health education programs through their Children’s Health Education Center (CHEC) for the past twelve years. In 2004 the Center started the www.bluekids.org program to focus their efforts on reaching youth, educators, and parents via the Internet.

Attitudes 124
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The ongoing work of learning standards

Litmos

After initial efforts in 1993, and bursts of energy circa 2000 and again in 2004, we’re seeing a new resurgence of activity and interest. SCORM was updated in 2004, and that is the existing standard for course delivery. The goal is to track a richer suite of information about behaviors. And you should be paying attention.

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5 best practices to limit lost completions in SCORM courses

Rustici Software

It’s good “comfort” programming for me. SCORM 2004 requires a good exit for rollup to occur. While early standards had the LMS handling rollup, SCORM 2004 grants that “power” to the course, so that “good” exit is an indicator to the LMS that the data is ready to be rolled up. Write clear instructions.

SCORM 71
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Video games as Good Teachers

Kapp Notes

There is a growing body of research concentrating on the ability of the brain to change in response to stimuli and behaviors that require intense stimulation such as video game playing. Dr. Celina Byers from Bloomsburg University’s Instructional Technology Program first provided me with this information. [52] & Zimmerman, E.

Games 272
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Accelerate Employee Performance Using the Learning Curve: Part 5 Growth, Stagnancy, or Decline

Infopro Learning

Unleashing Individual Potential: Performance Gains through Positive Organizational Behavior and Authentic Leadership.” We will be sharing information on decreasing the learning curve on our blog through the Timing is Everything series, but to read more now download the Timing is Everything White Paper! Sources: Gardner, W. &