article thumbnail

Digital Learning in Organizations

Learning with e's

The book is aimed at those working as learning and development professionals in industry, but will also be of interest to any, and all, those working in the world of learning technology, knowledge and education. It can improve performance, productivity, engagement and knowledge retention. Unported License.

Digital 48
article thumbnail

Connected pedagogy: Smart technology

Learning with e's

Connected students can become the nodes of their own production, and are creating more content than ever before as they perform their learning for global audiences. The fact that any of us can access knowledge, expertise and resources so we can learn at any time and in virtually any place, means that the way we see pedagogy must change.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The games we play

Learning with e's

Gamers are free to take risks in spaces where 'real world' consequences are negated. There is also the committed learning principle, which describes how gamers have sustained engagement as extensions of their real world identities in relation to their virtual identity (or avatar). Gamers can make mistakes and learn from them.

Games 85
article thumbnail

E-Learning 101: Straightforward Answers to Fundamental Questions

ATD Learning Technologies

Some LMSs offer advanced features that support performance management and social learning opportunities. In the world of paperback novels, a page turner is an engaging book you don’t want to put down. AR is an abbreviation for augmented reality, and VR is used to abbreviate virtual reality. What is Creative Commons?

article thumbnail

The future of gaming

Learning with e's

Games, whether digital or analogue, have the capability to motivate learners, challenge them to improve their dexterity, problem solving and reasoning skills, encourage teamwork and collaboration (Nemerow, 1996) - especially social games such as World of Warcraft or Call of Duty - and performance is under constant peer review.

Games 105
article thumbnail

Our digital future 11: AI enhanced course design

Learning with e's

We have traversed several emerging ideas, including the use of virtual teaching assistants (chatbots), ultra-personalised learning and machine intelligence, but the most important component in education is still the human element. In many parts of the world this won't happen at all, usually because of what has been called the digital divide.

Digital 54
article thumbnail

Lost in the crowd?

Learning with e's

Again, this is a far from convincing argument, but even if it were true, would it really so much of a bad thing that we are able to engage in multiple online identity performance? Also, do we really find ourselves forced into performing multiple identities against our will? What dangers might there be? Do you have any thoughts on this?