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The Learning Styles Myth

Association eLearning

Some time ago, a colleague of mine wrote a blog called Learning Myths: Debunked , in which he stated that learning styles is a myth. Having obtained a degree in Elementary Education, I was shocked and still skeptical that learning styles was indeed a myth.

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Gamification 2.0: Shaping the Future of Education through Interactive Learning

Hurix Digital

In an era where digital transformation is at its peak, the education sector is witnessing a revolutionary change through the concept of gamification in learning. This approach has morphed into a sophisticated model known as Gamification 2.0, What is Gamification in Education? What is Gamification in Education?

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VARK Model In eLearning Gamification For Effective Corporate Virtual Training Solutions

Tesseract Learning

In this article, we will explore the effectiveness of gamification in eLearning to deliver unparalleled training experiences across all learning styles. How To Deliver Effective eLearning Gamification. ?he The companies aim to carve out a training program that reduces the learning curve and increases ROI.

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How can you make compliance training more engaging?

EduPivot Knowledge Center

You’re catering to different learning styles, keeping the content fresh, and most importantly, making learning about compliance an engaging journey rather than a tedious task. Gamification Remember as a kid, you’d get a gold star for doing a good job in school. People almost forget they are learning and focus on the fun.

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Why is compliance training important?

Docebo

While we’re on the subject of personalization , providing different content formats to suit the varying learning styles of your teams is critical—think about how you can create fun videos, add interactive elements, and provide quizzes so that your learners use different parts of their brain, helping to improve knowledge retention.

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Recommended Reading Summary: A Chapter from “How People Learn: Brain, Mind, Experience, and School”

Adobe Captivate

I recently posted some recommended reading that relates to a virtual class I recently taught on gamification. Chapter 1: “ Learning: From Speculation to Science ,” from How People Learn: Brain, Mind, Experience, and School , by Bransford, Brown, and Cocking. Here is the recording.).

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How Secondary Education Publishing is Evolving in the Digital Age

Kitaboo

Production of Interactive eBooks Incorporation of Multimedia Content Incorporation of Gamification Elements Provision of a Wider, Interactive Range of Assessments Increasing Focus Towards Accessibility Increasing Role of AI Incorporation of VR and AR Elements Rise of Subscription-based Learning Models II. Table of Contents: I.

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