Wikipedia, Groups, Complexity, Training, & Work

Big Dog, Little Dog

Wikipedia to Color Code Untrustworthy Text - Wired. While computers can defeat the best human players, in Go they only manage an intermediate amateur level. On the other hand, many "social learning" advocates are very active of Twitter.

Training and Education for Millennials through Gamification

Your Training Edge

The millennial generation, otherwise known as Generation Y can further be defined by Wikipedia ( [link] ) as: “There are no precise dates for when Generation Y starts and ends. In the workplace “game,” more than three-fourths of Millennials think they are smarter players than most.

Social Learning and LMSs Marketplace

eLearning 24-7

As social learning continues to grow, LMS/LCMS vendors are taking various approaches. While some view themselves as “social learning&# savvy, incorporating various components, others seem to see themselves as just sitting on the sidelines. LMS/LCMS vendors are following one of three approaches when it comes to social learning. Dip their feet in it – just a bit, a little here, a little there – oh and call it a full social learning platform.

Some Tools for Social Learning and How they Help Learning

Kapp Notes

Here is a table with some tools for social learning, short description of the tool, the best use for social learning for the tool and some examples. Wikipedia. Social Bookmarking. What makes it social is that, with the right permissions, individuals on the network can view all of the tagged articles and blog entries and see which were tagged the most. Social Network.

Game To Teach Researching Skills

Web Courseworks

With all the chatter about social learning and widely available information sources like Wikipedia, our students have been somewhat misguided at times about where to gather trustworthy information for research projects. Scoring is based on player feedback - no grading rubric. Social gaming encourages informal learning.

Back to Basics – What is eLearning?

Rob Hubbard

He has kept his definition deliberately broad to take in everything from self-study lessons on a PC to social learning on mobile devices, use of video and virtual classrooms which deliver live group workshops. Distance Learning elearning Experiential Learning Gaming Social Learning

6 Killer Examples Of Gamification In eLearning

Adobe Captivate

Wikipedia defines gamification as “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”. Gamification strategies include use of rewards for players who accomplish desired tasks or competition to engage players.

Keeping Up - April's Big Question

eLearning Cyclops

It is tough to stay on top of all the great stuff being offered out there, but the blogs and social media certainly help. Cloud Blogging Social Media Twitter Google e-Learning Cloud ComputingApril's Big Question from Learning Circuits is "How to Keep up?" This is in reference the immense and rapidly expanding technology tools. It is tough to stay on top of all the emerging tools. However, being involved in an e-learning community is a big help.

APIs and Mashups r ur new ABCs for E-Learning

eLearning 24-7

SCORM Player communicating with your vendor’s solution, for example, if you were creating your own LMS and Rapid Intake’s rapid e-learning authoring tool, it includes a SCORM Player API. Adaptive Learning with a Social Q/A twist. Cliqset -social web service that helps users share and discover content and discuss it with other users. Social Media Solutions that have multiple APIs built in their system, basically they are a mashup in a sense.

eLearning & Gamification: The Octalysis Framework

The Logical Blog by IconLogic

A good example of this is when someone contributes to a site like Reddit or Wikipedia. Social Pressure and Envy (Social Pressure). " Most any social game or site where you can see the progress of your peers falls into this category.

Developing Skills through Gamification

Your Training Edge

Games are compelling and can lead to behavioral manipulation without the player even knowing it. But none the less a board game or the like can also draw players into it as well (it just might not be as immersive). The World of Warcraft Wiki is second only to Wikipedia as a Wiki.

LMS Vendors: U Can Survive – Innovate, Invigorate and Invent

eLearning 24-7

In the webinar, I brought up how LMS vendors were themselves perpetuating the myth of the bad things of social media (which is a necessary component of social learning), so, rather than identify the facts and data to potential clients who are concerned about social media and thus social learning, they instead do not include it in their system. Majority of employees access social media sites out of the workplace. Secondly, it is just not social networking.

Alternate Reality Games: a model for engagement?

Growth Engineering

Practically speaking, the Alternate Reality Game can be considered a collaborative art form, where the players engage in two main activities: hunting for fragments of a larger story, and sharing what they’ve found with the other players.

4 types of navigation flows for micro-learning courses

QuoDeck

To make these online courses more effective, these can be structured using one of four types of navigation systems – Course, Reference, Social and Game. Social Navigation . This is a navigation style based on Social Learning Theory (Bandura, 1971).

Gamification in Relation to User Engagement

Your Training Edge

By definition from Wikipedia ( [link] ) “Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems. It’s not just a game anymore, rather an immersive learning simulation that allows the player to “learn by doing”.

Cognitive benefits of video games for adult learners

Matrix

If at first these games were terribly simple, they quickly became very complex immersive worlds that not only entertain and engage but do a lot for the player’s cognitive development.

What is Blended Learning, and Why is it Important?

ej4 eLearning

According to Wikipedia: “Blended learning is a formal education program in which a student learns at least in part through delivery of content and instruction via digital and online media with some element of student control over time, place, path, or pace.”. Access to key content should be 24/7 and not require special media or a special player (although a username and password is reasonable). Most trainers and teachers have heard of blended learning.

Acrophobia: Fear of Acronyms

Kapp Notes

lifted from Wikipedia ) Acrophobia is a multi-round, multiplayer online Internet Relay Chat game. Players enter a channel hosted by a bot which runs the game. Players compete by racing to create the most coherent or humorous sentence or series of related words that fits the acronym - in essence, a backronym. After a set amount of time expires, each player then votes anonymously via the bot for their favorite answer (aside from their own).

Player 100

LMS Vendors: U Can Survive – Innovate, Invigorate and Invent

eLearning 24-7

In the webinar, I brought up how LMS vendors were themselves perpetuating the myth of the bad things of social media (which is a necessary component of social learning), so, rather than identify the facts and data to potential clients who are concerned about social media and thus social learning, they instead do not include it in their system. Majority of employees access social media sites out of the workplace. Secondly, it is just not social networking.

NEWS: Epignosis eFront unveils TalentLMS

eFront

This is just the first of many steps towards building the best learning tool for small organizations – a section of the market seriously neglected by other industry players. Social integration to reuse and transform content from Wikipedia, Youtube, Slideshare, Scribd and Prezi. A super-easy, cloud-based learning platform for small organizations. Epignosis Ltd.,

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Our Favourite Uses of Technology to Make Learning Fun and Easy

Growth Engineering

Smartphones can perform a huge number of functions that we used to need various different pieces of equipment for, from a separate MP3 player and a laptop computer to a pedometer strapped to our waistband and a compass in our pocket. Wikipedia.

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Augmented Reality and M-Learning

eLearning 24-7

Social meets real time visibility. WhereMark app allows users to explore Wikipedia (in a Wikitude app style) and local searches, find places to eat and shop with navigational AR references. Blu-Ray DVD players – interactivity, apps, social media capabilities.

Augmented Reality and M-Learning

eLearning 24-7

Social meets real time visibility. WhereMark app allows users to explore Wikipedia (in a Wikitude app style) and local searches, find places to eat and shop with navigational AR references. Blu-Ray DVD players – interactivity, apps, social media capabilities.

Activity Streams

Jay Cross

Activity streams are going to be wildly important for social learning. MySpace, Comcast, and other players huddled around a conference table in the offices of Six Apart in San Francisco to discuss activity streams. Wikipedia: nothing up yet

Connectivism is about you!

E-Learning Acupuncture

technologies like social networking are major players in the development of this learning theory. For more information on the theory of Connectivism you can find a general resource on Wikipedia. Are you in EdTech or the Online Education field?

Workplace Learning Professionals Next Job - Management Consultant

Tony Karrer

Well not quite, but it is pretty dang close to the definition of Management Consulting in Wikipedia: Management consulting refers to both the industry of, and the practice of, helping organizations improve their performance, primarily through the analysis of existing business problems and development of plans for improvement. There will be a need for trainers and/or knowledge managers who will guide, coach, be a catalyst for, and monitor social media and informal learning.

Definition: Metaverse

Kapp Notes

Also metaverses do not typically have non-player characters (characters that are computer generated). A Metaverse is an online world in which there are no specific goals or objectives. It is a virtual world in which you create an avatar and then explore the world as that avatar.

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[IN DEPTH ANALYSIS] Do your employees know how to learn?

KnowledgeOne

It can be individual or social: in the first case, when one learns by oneself, by experimenting various means, and in the second, when one learns by observing or getting help from others. 2008 ) agree that workplace learning is a social phenomenon rather than an individual one.

Opportunity Learning

NuggetHead

Wikipedia became my new friend that morning! Leave a Reply Feed Recent Why I entered the 2010 Articulate Guru Awards Lesson II, Part I: Making your own Custom Articulate Player What Tools Should We Learn?

e-Clippings (Learning As Art): Liveblogging Sid Meier 2.

Mark Oehlert

e-Clippings (Learning As Art) Home Archives Subscribe About My Social Networks « "Using the Company as the Classroom" (Business Week) | Main | more Sid » June 05, 2008 Liveblogging Sid Meier 2.

Noughties. but nice

Learning with e's

First appearing in 2001, the iPod series is now the most successful digital audio player in history with over 220 million worldwide sales at the time of writing. Seriously, social networking has blurred the boundaries between public and private, business and leisure, even good and bad taste.

New Work and New Work Skills

Clark Quinn

I was part of a team that was working on building a computer player for the game of Othello. Contrast this with a A Fourth Grader Wikipedia Update. How to use Social Media to Find Answers to Anything ? My recent Survey - Do You Know What These Are? really was all about new work skills - skills we should be learning. Actually, it's also about the fact that there's not really new work as much as there is new work skills. More on this below.

Blended learning for management development

Clive on Learning

"Usage of online videos increased from 21% a year earlier to 51%, discussion forums from 24% to 40%,and social networking sites from 12% to 34%." "One key theme appears to be that online learning experiences will become more socially interactive and so remove that feeling of isolation that was identified in terms of traditional e-learning." Thanks to Ron Orme for bringing to my attention Learning at work: e-learning evolution or revolution? ,