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2019 eLearning Predictions – Hype Curve

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. The hype cycle theory holds that new concepts and technologies are initially little known, and thus little discussed, when they emerge from their Innovation Trigger – the point at which someone dreams them up, and only a small group of cognoscenti knows of them.

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Innovation at Work

Coreaxis

Alone, microlearning, blended modalities, gamification, and social learning aren’t necessarily innovative ideas but when approached by an instructional design expert and experienced learning developer, each can bring innovation to a training program. Customizable and adaptable solutions to provide relevant, role-based content.

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eLearning Hype Curve: Our Predictions for 2019

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. The hype cycle theory holds that new concepts and technologies are initially little known, and thus little discussed, when they emerge from their Innovation Trigger – the point at which someone dreams them up, and only a small group of cognoscenti knows of them.

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Karl Kapp – Crystal Balling with Learnnovators (Part 1)

Learnnovators

He has written six books including the best-selling learning book The Gamification of Learning and Instruction and its accompanying how-to book The Gamification of Learning and Instruction Fieldbook: Theory into Practice. World of Classcraft is an educational augmented-reality multiplayer role-playing game.

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KARL KAPP – CRYSTAL BALLING WITH LEARNNOVATORS (PART 1)

Learnnovators

He has written six books including the best-selling learning book The Gamification of Learning and Instruction and its accompanying how-to book The Gamification of Learning and Instruction Fieldbook: Theory into Practice. World of Classcraft is an educational augmented-reality multiplayer role-playing game.

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Karl Kapp – Crystal Balling with Learnnovators (Part 2)

Learnnovators

He has written six books including the best-selling learning book The Gamification of Learning and Instruction and its accompanying how-to book The Gamification of Learning and Instruction Fieldbook: Theory into Practice. That is an example of a gamification solution that doesn’t require high tech programming or development.

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KARL KAPP – CRYSTAL BALLING WITH LEARNNOVATORS (PART 2)

Learnnovators

He has written six books including the best-selling learning book The Gamification of Learning and Instruction and its accompanying how-to book The Gamification of Learning and Instruction Fieldbook: Theory into Practice. That is an example of a gamification solution that doesn’t require high tech programming or development.