by Kapil Bhasin
Sooner or later, every learning and development or training department will come to a decision point about gamification. There will inevitably be discussions and disagreements about the details! This article provides some best practices in a helpful framework that may be very useful as you begin.
by Carol Leaman
Identifying the effect of transfer of knowledge to the job and on operational and financial results has long been a challenge for training managers who wish to demonstrate to executives the value of training, even though this has always been possible. Here is a look at how retrieval practice, which is grounded in research, supports the needed link.
Can we really have avant-garde video in eLearning? If by avant-garde you mean innovative, you bet we can … and with good reason—to challenge and to engage learners. Here’s a quick look at making video that is outside the box, yet achieves the goal of supporting learning.
There is considerable controversy over MOOCs, and their value is still a matter for debate. However, there are examples of MOOCs that work. The question is, why? Another question is, how? The engineering education team at Google has found strategies for creating MOOCs that appear to be effective, and in this article you will find some of their “lessons learned.”
As a community of practice, The eLearning Guild is based on the idea that members share with, and learn from, other members. And 2014 is shaping up to be another exciting year! With face-to-face and virtual events, real-world research reports chock-full of practical insights, and thought-provoking content from Learning Solutions Magazine, the Guild truly offers something for everyone.
by Mayra Villar
Mobile users, as a group, display three different mindsets; game designers need to be aware of these mindsets and to cater to them. Fortunately, there are best practices to help you do this. Here are some considerations that can guide you through the process of creating mobile-enabled games.
If learning is so important to organizational success, why do so many training departments (including those who invest heavily in eLearning initiatives) struggle to get the funding they need? Mature learning organizations get the funding that others do not. Here are the critical success factors, and some key guidelines for developing a mature learning operation.
It’s great that online instruction scales to global availability, but if it doesn’t engage learners and encourage them to think critically, what’s the point? Here are five ideas for building content that takes advantage of the Internet, uses creativity to get engagement, and does what is right for the learners.
by Jason Haag
Augmented reality (AR) provides a view of the real world, with enhancement from computer- generated input: sound, graphics, text, video, and GPS data. This article expands on a session from DevLearn 2013 and provides examples of how AR delivered on mobile devices is already providing support for learning and performance in real-life situations.