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Evaluating Your eLearning

eFront

You know you have integrated the complete bells and whistles of an eLearning program: from using branched scenarios to interactive labeled diagrams. This framework can be used by: Trainers and training managers to select appropriate training programs for a training situation. de Freitas & Oliver 2006, p.262).

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Theories for the digital age: Self regulated learning

Learning with e's

Informal and self regulated learning are defining characteristics of 21 st Century education. Various commentators suggest that as much as seventy percent of learning occurs outside of formal educational settings (Cofer, 2000; Dobbs, 2000; Cross, 2006). 2000) Informal Workplace Learning. 2000) Simple Moments of Learning.

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Heutagogy, Self-Directed Learning and Complex Work

ID Reflections

Then came Heutagogy advocating principles of self-determined learning. “A A heutagogical learning environment facilitates the development of capable learners and emphasizes both the development of learner competencies as well as development of the learner’s capability and capacity to learn" (Ashton and Newman, 2006; Hase and Kenyon, 2000).

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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

GameMaker (simple basic game design, but requires some programming and creativity). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence.

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Recommended Research: Constructivism & Learning Technology

Adobe Captivate

Last week, we had an awesome virtual class on how to implement an effective gamification strategy within a corporate learning environment! In class, we briefly touched on some learning theories and research related to constructivism and the effective use of technology, games and gamification within the overall learning environment.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Reference: Yee, N., & Bailenson, J.N. August 24- 26, Cleveland, Ohio, USA. Reference: Sitzmann, T.

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#ASTDNY Presentation Resources

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Reference: Yee, N., & Bailenson, J.N. August 24- 26, Cleveland, Ohio, USA. Reference: Sitzmann, T.

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