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Social Learning: An Ongoing Experiment

CLO Magazine

Psychologist Albert Bandura’s social learning theory suggests that people learn from one another through observation, imitation and modeling. Interestingly, the top motivators cited for using social learning technologies are more abstract than tangible. All percentages rounded.

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Tools To Make You Drool – Video Training Toys For IDs

Dashe & Thomson

The post Tools To Make You Drool – Video Training Toys For IDs appeared first on Social Learning Blog. Captivate 6 from Adobe - www.adobe.com/products/captivate.html - makes producing and distributing video easier than ever.

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The Advantages of Knowledge Sharing

Dashe & Thomson

One of the hardest lessons to learn growing up is how to share… how to share your toys, your candy, and maybe your room with a sibling. The post The Advantages of Knowledge Sharing appeared first on Social Learning Blog. As a child, it is difficult to get past the thought “but, it’s MINE!”

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How to Measure Social Learning

CLO Magazine

Social learning has yet to become a standard in many organizations. For many learning leaders, social learning is the new toy on the shelf. Many are still tinkering with how its nuances fit with the learning needs of the organization. How many monthly visits is each social learning platform receiving?

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ReD is Dead

Rob Hubbard

It included eccentric characters (a hell-raising brain in a jar and a thespian pirate, amongst others), 3D games in tombs and deserts, collaborative mindmaps, videos, rapid elearning, interactive webinars and more, all accessed from a social network. However, the trouble with things that are free is that people don’t value them.

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How You Can Engage Your Millennial Workforce – Tips And Learning Strategies That Work

Adobe Captivate

While Baby Boomers or people from the Gen X group would have played with He-Man action figures or Barbie dolls as children, most Millennials would have had gaming consoles, computers, and mobile phones as toys back in their childhood. They have grown with technology, the internet, social media, and smartphones. Tech savvy.

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

CLO Magazine

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. The other 20 percent comes from social learning via observation of others and feedback. VR headsets and AR glasses remain toys.