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Theories for the digital age: Connectivism

Learning with e's

Much of this learning is informal, (Commentators such as Cofer (2000), Cross (2006) and Dobbs (2000) place the proportion of informal learning at around 70%) and is also generally location independent. These facets of modern life in combination have led educators to question the validity of pre-digital age learning theories.

Theory 100
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5 Ways to Use Educational Comics to Enhance Training

Learning Rebels

Educational comics can break down information into bite-sized chunks and present it in a visually appealing way. The comic is used in the course as a humorous example of information processing and meta-cognitive approaches. 2: Enhanced Comprehension. How can we help people who might struggle to grasp complex concepts?

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Online Academy Helps to Keep Lectures Where They Belong: Out of.

Dashe & Thomson

This YouTube-based learning environment was founded in 2004 by former Boston hedge-fund manager Salman Khan, and today contains more than 2,200 lectures on more than 100 topics (mostly math related). My learning philosophy: dont make people tote around loads of information in their heads just so you can say you trained them.

Lecture 134
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Tailored for Success: The Evolution and Benefits of Personalized Learning

Integranxt

The introduction of the Keller Plan and Lev Vygotsky’s Zone of Proximal Development theory highlighted the importance of learning at an individual pace. AI-driven tools, such as learning analytics, provide insights into student performance, aiding educators in making informed decisions and adjusting curricula as needed.

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Agile Microlearning Explained

Cognitive science theories already supply the answers. Learner engagement and retention doesn’t have to be a mystery. 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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Engagement: A Critical Element in Learning and Gamification

Kapp Notes

Salen and Zimmerman (2004) identify a model that presents four modes of interactivity or levels of engagement that a person may have within an interactive system such as a game. These are the informal instructional artifacts that students create to help teammates and friends in both collaborative and competitive gamification experiences.

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Learning Styles and E-Learning

eLearning 24-7

What I care about is providing insight and information to folks, who might be unaware OR has a general interest in acquiring knowledge. A theory discussion. I read one comment (there could have been more) who mentioned Gardner and his theory. A couple of people said that by doing this, it was a marketing maneuver for clicks.