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!
by Paul Signorelli
Many e-Learning practitioners are looking for examples of ways in which instructional designers are using social media. There are already a number of innovative applications that are publicly available. This week’s author shows you a selection of the best uses to date of social networking, along with new tools, lessons learned, and research on what’s next.
by David Wilkins
A frequent question on Twitter and LinkedIn is, “Do social media have a place in learning?” Many trainers think the answer is, “No.” Read this article to learn why that’s the wrong answer, and how to implement social learning in your e-Learning designs!
by Chris Stape
Research is giving us valuable new information about how the brain works, how humans learn, and how learning physically changes the brain. This article explains the roots of brain-compatible learning strategies based on research using brain-scan technologies, discusses the strategies that are most effective, offers a guide to choosing one, and offers tactics for implementing selected strategies.
by Alana Meeker, Michele Stouffer
This is our story about an efficient and effective method to facilitate knowledge transfer from SME to ISD to Developer, and the production of a simple WBT format that both promotes learning and maintains our quality standards. We offer our three key actions for your consideration: Keep It Simple, Divide and Conquer, and Break With Tradition.
by David Wilkins
E-Learning designers sometimes show the same fascination with social learning that a moth has with a flame, or an acrophobic with a cliff ledge. Fascinated, but wary of getting too close. The secret to success is dealing with the real challenges: self-confidence, self-esteem, social proof, trust, cultural awareness, and technical knowledge and aptitude. Make the change without fear!
by Algis Leveckis
For several years, early adopters have been excited about using virtual worlds for e-Learning, but organizations have been slow to share that enthusiasm. In this week’s article, the author looks at the reasons for this reluctance, and at what must happen before virtual worlds become part of every instructional designer’s arsenal.
by Murali Padmanabhan
For instructional designers without a background or experience in application development, producing e-Learning for end-user training during the development can be a great challenge. It can be difficult to communicate with the development team because of time constraints, and especially because of a lack of familiarity with the documentation that the team produces.

