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Keynote Resources from #LUC2017

Kapp Notes

The Lectora 2017 Users Conference promises to be an exciting and engaging event. These are all ways that put a player at risk and can be incorporated into learning modules. Learners are motivated when they have autonomy, mastery and relatedness (social relevance). Video on Learning Objectives. Here is a sneak peak.

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Vision 2016 - An Interview with Todd Kasenberg

Raptivity

I’m personally giving h5p a spin to see where it will take us, with hopes that it can be further evolved to enable curation and greater portability in learning objects. Finally – gamification is pretty big, and a significant part of interactive e-learning. How would it impact?

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9 Elearning Authoring Tools: Comparison and Review

Elucidat

Flexible rules and branching options enable complex, personalized and adaptive learning experiences; and the ability to use social polling, gamification and a whole host of interaction types provide plenty of opportunity to hook in learners. Lectora Inspire and Lectora Online. Lectora strengths.

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LMS, LCMS, Content Authoring: Exploring eLearning Tools

WBT Systems

There are a multitude of different tools available to instructional designers and eLearning developers, and it is important to consider which tools will help you to achieve the desired learning objectives and outcomes for your courses. Some of the most popular are Adobe Captivate , Articulate Storyline , and Trivantis Lectora.

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5 Mobile Learning Trends In Vogue

CommLab India

Gamification is a learning strategy offering interactive experiences that actively engage and motivate learners in the learning process. Due to its immersive nature, this learning strategy accelerates learning and enhances knowledge retention. Tapping the potential of gamification on mobiles is a rising trend.

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What is Mobile Learning? Examples & Benefits

ProProfs

According to Oxford Languages, mobile learning is education or training conducted by means of portable computing devices such as smartphones or tablet computers. It refers to any eLearning system delivered and consumed over mobile learning devices. As such, it indicates learning at the point of need. Checks Forgetting Curve.