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25 User Experience Videos

Upside Learning

Found this at Smashing Magazine – a list of 25 User Experience Videos that as the magazine puts it, ‘are worth your time’. Not much to say – make the time to watch the videos. They’re fairly long videos at times. The three that I really liked were: UX Team Of One @ IA Summit 2008.

Video 193
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Microlearning in retail: How two retail organizations successfully employed microlearning for their frontline teams

Disprz

Here’s an example of a leading pharmacy retail chain – Wellness Forever, that fosters a culture that promotes and provides continuous learning to teams that work apart. Founded in 2008, Wellness Forever has more than 200 stores across Maharashtra, Goa, and Karnataka and has 4000+ employees.

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This Is What Marvel Can Teach You About Making Better Videos

TechSmith Camtasia

The master class in creating a great video, nurturing excitement, and getting great results doesn’t end there. The Marvel Cinematic Universe (MCU) started way back in 2008, three years before HBO’s mega-hit show Game of Thrones released its first episode. Creating Better Video Content Video Promotion and Growing Your Audience.

Video 75
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Video of the month: February 2019

Clear Lessons

Video of the month: February 2019. What I found hugely rewarding was the fact that I had a team that I could point people at and just say, ‘Look, go and fix it.’ This is an edited version of this Clear Lesson – watch the video for the full story. He was appointed Adjutant-General to the Forces in March 2008. And they did.

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Major Video Game Development Contest Focused on STEM Announced

Kapp Notes

As part of that initiative, the Entertainment Software Association (ESA) and the Information Technology Industry Council (ITI), Sony Computer Entertainment America (SCEA), Microsoft Corporation, and the MacArthur Foundation today announced a collaboration based on a video game focus to improve education. As Michael D. So what does this mean?

Games 100
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Thinking about Gamification in Learning and Instruction

Kapp Notes

The idea is to integrate game-based elements more commonly seen in video, entertainment focused or mobile games into instructional environments. The term “gamification” first appeared in 2008 originating in the digital media industry and did not gain widespread recognition until approximately 2010 (Deterding, et. Origin of Term.

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Creativity within Constraints: When Cost, Resource Scarcity, or Deadlines Make Effective Elearning Seem Out of Reach

The Learning Dispatch

And even rarer to find someone who can add graphics editing, video production, and voice-over narration to those skills. While working with small teams or legacy tools? In addition, stakeholders often push for cutting-edge graphics or studio-level video. How do you develop effective elearning under budget and time constraints?