by Bill Brandon
Every year at this time, we gaze into the crystal ball to see what the next 12 months may bring for e-Learning design, development, and management. This year is no different.
by Ellen Behrens
When you begin putting together a curriculum, do you get a question back for every question you ask, rather than the recommendations and suggestions you hope to hear? Do you have trouble getting people to listen to your proposals — the very people you are trying to help? Developing a true strategy that offers value may solve these and many other problems. Here’s how to create one.
by Jeremy Vest
Games and immersive learning are great, but today the most accessible and most easily developed instructional medium is video. Producing great video instruction for use online is simpler than you may think, and may also be less expensive than other rapid development methods. Here are six steps you can begin using today to develop online video e-Learning.
by Bill Brandon
Each year, DevLearn gets better, and this year was no exception. Over 1,300 people attended this premiere event in the e-Learning community of practice, and all went home tired, happy, and with expanded horizons and much larger professional networks. Read all about it here!
by Megan Bell, Larissa Biggers
Some e-Learning projects are more challenging than others. This article traces such a project. The target audience was nursing instructors in higher education. Production involved making HD video in a hospital. The authors cover the project from inception to delivery, including content development, production processes, and lessons learned. If you want to make educational video, read this article!
by Ellen Behrens
Associations and non-profit organizations represent a growing market for e-Learning products and services, but vendors must understand how they differ in needs and outlook from companies and government organizations. Keeping some key points in mind is essential if you wish to serve them. This article offers a point-by-point guide to success in this market.
by Greta Ballard
Defining your instructional outcomes in terms of competency models and proficiency scales can be the key to deciding on an instructional design. In fact, this also helps in deciding which tools to use. Here is a method and a decision table that will guide your critical choices, based on competency, proficiency, and instructional alternatives.
by Brandon Carson, Dolly Joseph, Enzo Silva
Alternate Reality Games (ARGs) facilitate e-Learning while maintaining motivation. They are excellent tools to encourage collective intelligence, collaborative play, and distributed storytelling in an educational environment. ARGs also help to increase communication, and raise awareness about products and causes. Read this case study, assemble your design team, and create a successful game!
by Bill Brandon
Google Wave has generated much discussion among educators and trainers in the last five months, as the potential of this communication platform has begun to be known. Learn what the status of Wave is, where its current strengths and weaknesses are, and how it may be useful in the design, development, delivery, and management of e-Learning.
by Algis Leveckis
It’s not possible to introduce social networks for e-Learning without considering their effect on an organization’s total business process. Social networks are a disruptive process, and managers of e-Learning initiatives would do well to keep this in mind. Implement wisely, and in collaboration with the executive team. This article explores the dimensions of the task!

