As students return to school, many of them (and their teachers) are seeing tablet computers in the classroom, a trend that will only grow. Marc looks at what tablets bring to K-12 education, the concerns that they raise, and what we can do to ensure the success of this technology in the classroom.
Augmented Reality (AR) digitally enhances a workplace by adding computer-generated information and sensory inputs, including teaching and performance support, or by combining real-world stimuli and information with instructional content. This can be done today – the tools exist, and it’s only a matter of designers using their imagination. Here are some ideas and tools to get you started.
by Jane Bozarth
There are heated debates about whether every instructional designer should have formal training, and about the pros and cons of academic instructional design programs. But in the meantime, you have to get the work done. Here are eight basic points that every instructional designer should commit to memory.
by Joe Ganci
One of the things readers ask for most is reviews of authoring and graphics tools, especially of lesser-known tools. Toolkit is our newest monthly column, designed to deliver those reviews. Joe begins by introducing you to Roleplay, a Web-based tool designed to create sophisticated, decision- driven, online scenarios.
by Mary Arnold
In a finding that will probably surprise no one, researchers have concluded that men and women really do interact with software differently. These differences have implications for the design of effective training. Here’s how to design software training that prevents a bias against women without introducing a bias against men.
by Patti Shank
The quality of visual design in your eLearning product can contribute to or detract from its effectiveness — and its credibility! Concluding the discussion started last month, Patti shows you how to use alignment and proximity to solidify your visual design, and how to use all four principles of visual design together.
After you have analyzed a performance problem and determined the non-instructional components of the solution, it’s time to begin working on the parts that have to be taught. Here are eight fundamental points of instructional design and delivery that you must incorporate into eLearning in order to get the results you intend.
Google+ has generated a great deal of interest in the past month, even though it is not officially “public.” Early adopters are busy figuring out how to use its social features in eLearning, as a Personal Learning Environment (PLE), and elsewhere. There are many comparisons to Facebook’s user interface and functionality (for good reason). Here are some first impressions!
by Jane Bozarth
In Learning Solutions Magazine, a number of authors have suggested using stories to support learning. Sometimes managers object to the idea of using stories as being too touchy-feely. Here’s a new way to look at the process, and some words to replace “story.”
by Mary Arnold
Training professionals are quick to see the potential value in social learning and collaboration environments. However, their organizations often need additional reasons to invest in a social learning environment. The good news is, the reasons are substantial! Here are some persuasive arguments you can use.