by Bill Brandon
In more and more professions, employees struggle to keep up with advances in knowledge and practice, and we are not doing enough of the right things to help them in that effort. Essentially, learning is in a race with technology, and it is losing. In order to address the situation, here is a suggestion for reframing what we in L&D do.
Dealing with copyright when adding images or other media to your eLearning is a major concern—or it should be. It doesn’t help that there is much incorrect information floating around on this topic. Here’s an article that may help you to stay out of trouble!
by Carol Leaman
Is gamification hype, or does it drive engagement? Both sides of the debate about whether gamification works have made their claims without the benefit of much, if any, data. Well, here’s some data from almost 10 million gamified sessions that could settle the argument!
by Bill Brandon
This isn’t a “crystal ball” vision that absolutely predicts what will happen in 2016, but it does point out two disruptive technologies that will definitely affect us in the learning field, and it offers suggestions to help you evaluate technologies you may be thinking about adopting.
by RK Prasad
Blended learning (also known as hybrid or mixed-mode) combines classroom instruction with online methods. It can help you launch eLearning, it can help you make classroom courses more cost effective, and it can provide many other benefits, including better results. Here are some ideas to get you started.
What is most important to creation of excellent, engaging video for eLearning? Is it technology? Is it budget? Actually, it’s the style, the story, and the out-of-the-box thinking that go into the video. And to get those elements, you need a muse. Here’s how to find yours.
Engaged employees are involved in, enthusiastic about, and committed to their work and workplace, and this makes a bottom-line difference. But most employees today are either not engaged or are actively disengaged. While there is no single easy-to-find solution for disengagement, there are ideas and practical advice for managers in this article.
by J.P. Medved
Gamification and game-based learning are hot topics in the learning and development field. Capterra and TalentLMS recently conducted a study of learning management systems (LMSs) that incorporated gamification features in order to gain a better understanding of the way those features are being used, and whether they are effective. Here is a summary of their findings.
Are we adopting video too quickly? Streaming video is a provocative communication tool and among the most appreciated by students. But we lack key insights about what actually happens once the video is released, and we have filled many of those insight gaps with assumptions. Have we been wrong?