by Marc Rosenberg
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.
by William Sparks
Do you enjoy a challenge? The author had to determine if specific harvest skills had been transferred from a workshop to lead farmers and then on to individual farmers in remote villages in Rwanda. The key to his success was the “clicker”: an audience response system. Not working in Rwanda? His tips will help you use clickers to lead focus groups in the corporate world, too.
by Terrence Wing
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 Reuben Tozman
The rapid evolution and adoption of mobile computing devices, including but not limited to smartphones, is driving many changes in the way we do business and in the way we learn. The next step is the creation of the Semantic Web, which links learners and content through persistent context, including location. What does this mean for eLearning professionals?
by Inge de Waard
Massive Open Online Courses (MOOCs) are a relatively new format for learning. These are online gatherings of people willing to jointly exchange information and collaboratively enhance their knowledge about a topic of common interest. Learn here about MOOCs, how they work, and how to take part in the “Mother of all MOOCs”!
by Neil Lasher
Many of us who were at mLearnCon a month ago are still processing the experience. That includes the experts who led sessions and major parts of the program. Here are the reflections of the MOSHPit Master, as he relates his learning in San Jose to the challenges we face.
by Brian Dusablon
The card game A Game of Phones made its debut at The eLearning Guild’s mLearnCon in June. While you might wonder what a card game has to do with mobile learning, the experience of the players showed the value of combining social interaction with a game around the context of using mobile technology. Blended for sure! Here’s the impressions of one who played and won.
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.
by Stan Bunson
In classic Instructional Systems Design (ISD), the designer investigates the performance problem and possible alternative ways to correct it before actually beginning to create instructional content. We call this Front-end Analysis, and this week’s feature concludes a two-part tutorial on the process.

