by Nic Laycock
Talent shortages are becoming a feature of life for many companies and many industries. The need is great, but qualified replacements are hard to find and hard to keep. A company in Holland provides serious games to help develop talent and to help identify the best candidates. Read about it here!
by Jack McGrath
“Simulation” is a technique that is useful across many different instructional situations. By far the most important task in designing effective simulations is creating scenarios that reflect the real world. The story arc model can help you master this challenge.
As an instructional designer, how do you handle situations where there’s not a knowledge problem? Where people know what to do, but just don’t do it? Here’s a review of a recent research study on the influence of visceral experience on behavior. It will suggest a way that you may want to try when dealing with these cases.
by Karl Kapp
In a recent article in Learning Solutions Magazine, “Why Games Don’t Teach,” Ruth Clark says it’s “not that games can’t teach, but that advocating games as a main or even frequent instructional strategy is misleading.” Karl Kapp disagrees and offers this counterpoint, including evidence from research showing that games are effective teachers.
by Ruth Clark
Ask trainers to define what they mean by the term “game” and you will likely hear a mix of features or examples. The problem is that many things that could be called a game do not necessarily lead to learning. A leader in the field of instructional technology takes on the question: Is it right to advocate games as a main or frequent instructional strategy?
by Bill Brandon
The next target of disintermediation is diplomas, certifications, and other “official” records of learning, skills, and knowledge. A number of organizations are promoting a credentialing approach that awards “badges” directly to learners from providers. Learners can maintain and publicly display their badge portfolios independent of employers. Read about these new initiatives here.
by Mayra Villar
Recent research challenges the assumption that games are not an appropriate channel for learning. By focusing on delivering the necessary experience, designers can produce meaningful, engaging eLearning as games. Here are guidelines to effective mechanics, story, aesthetics, and technology selection that support contextualized practice, invitation to action, and self-assessment of decisions.
by Neil Lasher
Is the handwriting on the wall for eLearning? The design, development, and delivery of content intended to facilitate learning have undergone many changes. Perhaps it is time to change the way we are doing things. If you believe that eLearning is not providing sufficient value for anything other than “tick box compliance,” read this for a different direction that you may want to consider.
by News Editor
Axonify has launched the next generation of its breakthrough eLearning platform, designed to change the way employees learn, retain, and apply knowledge in the workplace. Axonify reinforces critical learning by delivering bite-sized content on a daily basis, using game mechanics and brain science to drive engagement and real learning transfer.