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Virtual reality and augmented reality: overhyped or new industry standard?

CLO Magazine

When you hear the words “virtual reality,” do you feel like you’re in a sci-fi film? Let’s take a look at how VR will affect the 70:20:10 model of learning. We know that classroom and e-learning modules only account for 10 percent of learning. Seventy percent of learning comes from tackling real-world tasks and problems.

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Top 11 Learning Technology Trends from LTSF 2019

gomo learning

The one-day event is a follow-up to Learning Technologies, Europe’s biggest L&D expo, and saw gomo exhibiting alongside sister companies LEO Learning, Instilled LXP and PeopleFluent. Top Learning Technology Trends of 2019. David Kelly, Executive Director at eLearning Guild, gave a talk called ‘Learning Trends’.

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On the Horizon

Experiencing eLearning

Also listed: virtual worlds, videoconferencing, voicethreads, geotagging, cell phones, flip cameras, digital storytelling, portfolios, multimedia. Other research questions: What technologies are used in other industries and have a solid user base there that learning institutions should be looking at (2-3 years out)?

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Cammy Beans Learning Visions: The Real World, SecondLife and FaceBook/MySpace

Learning Visions

Cammy Beans Learning Visions Musings on eLearning, instructional design and other training stuff. Tuesday, July 10, 2007 The Real World, SecondLife and FaceBook/MySpace Over the past few weeks Ive conducted about 17 interviews with current college students and recent graduates. Not ONE person has a blog. All women.

MySpace 100