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Make Learning An Experience. Blend It! | Social Learning Blog

Dashe & Thomson

by Michael on March 7, 2011 in blended learning If you still believe that “classroom learning is the best learning” for your training and learning programs, I have some news for you. Even if it’s short, take the time to conduct a needs analysis and find the true needs of your learners. Don’t Throw Out the Baby with the Books.

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How many options in branching scenario decisions?

Experiencing eLearning

The classic Choose Your Own Adventure books mostly offer 2 choices, partly because they are lengthy stories. In one 2011 study, researchers randomly removed wrong answers and compared questions with 3, 4, and 5 options. Thus, Baghaei and Amrahi (2011) concluded that three answer options are all you need. Rodriguez, M.

Research 305
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Top 10 LMS Software Platforms in 2024

BrainCert

Acquired by Callidus Cloud in 2011 and subsequently by SAP in 2018, SAP Litmos continues to innovate award-winning LMS solutions with robust content management and learning materials. Customized reports have a limited retention period, impacting long-term analysis and tracking. #7

LMS 52
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Thinking about Gamification in Learning and Instruction

Kapp Notes

Here is a rough draft of the introduction of a chapter I am writing for a book. 2011, Groh, 2012). E., & Dixon, D (2011) CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. 23, March, 2011) Gamification 101: Designing the player journey. Complication in Application. & Alexe, I. Deterding, S.,

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

In a meta-analysis of more than 60 studies with 6,476 participants, it was found that trainees receiving instruction via a simulation game had 20% higher confidence they had learned the information taught in training and could perform the training-related tasks (self-efficacy) than trainees in a comparison group of more traditional methods.

DevLearn 242
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

In a meta-analysis of more than 60 studies with 6,476 participants, it was found that trainees receiving instruction via a simulation game had 20% higher confidence they had learned the information taught in training and could perform the training-related tasks (self-efficacy) than trainees in a comparison group of more traditional methods.

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

In a meta-analysis of more than 60 studies with 6,476 participants, it was found that trainees receiving instruction via a simulation game had 20% higher confidence they had learned the information taught in training and could perform the training-related tasks (self-efficacy) than trainees in a comparison group of more traditional methods.

ASTD 228