by Mary Arnold
Mobile and social technologies can combine to support learning and performance, as can simulation and gaming. But games, simulations, and social technologies can also be combined collaboratively to support learning, performance, and other real-world tasks. Here is an example that also suggests a model for collaborative development of such applications.
by Patrick Gardner, Chris Stape
Course navigation, and how to best manage the limited resources of working memory and the computer screen, are key considerations in eLearning design. The effect of course maps on learning is difficult to assess, as the research findings are mixed. This study examined whether a course map affected the length of time to complete a training course and the achievement results of 846 adult learners.
by Terrence Wing
Augmented Reality (AR) digitally enhances a workplace by adding computer-generated information and sensory inputs, including teaching and performance support, or by combining real-world stimuli and information with instructional content. This can be done today – the tools exist, and it’s only a matter of designers using their imagination. Here are some ideas and tools to get you started.
by Mary Arnold
In a finding that will probably surprise no one, researchers have concluded that men and women really do interact with software differently. These differences have implications for the design of effective training. Here’s how to design software training that prevents a bias against women without introducing a bias against men.
by Bill Brandon
While User Interface (UI) guidelines help designers solve usability issues on Web sites, eLearning must satisfy a different set of needs in order to provide an effective experience for learners. This learner interface can be at odds with the UI requirements. The latest volume in Michael Allen’s e-Learning Library will guide you and your team safely through resolution of these conflicts.
by Mary Arnold
Creating color palettes for eLearning projects can be frustrating and time-consuming when the designer tries to do the job manually, even for those with experience in art. Luckily, there are tools available online that save time and frustration. Mary reviews five of them this month.
by Marc Rosenberg
Early adopters of eLearning more than 15 years ago – before the mass adoption of the Internet and the Web – were already producing innovative programs that can still serve as models for us today. Great design and production values went a long way to overcome the primitive technology. Marc reviews the most successful example, and what it takes to be that effective.
by Don Bair, Mike Dickinson
Text-to-speech (TTS) software has been available for many years, as a substitute for human narrators. Until recently, however, instructional designers and learners alike tended to reject TTS because of the “mechanical” quality of the resulting narration. Has anything changed? Here’s a look at one small department’s study of today’s TTS.
by Anne Derryberry
Gamification – adding game elements to applications for business and education – is a hot trend. But does this dumb down the transformative nature of games? Anne examines the question.
by Bill Brandon
With the impending launch of Android-based tablets, as well as the rumored arrival of the iPad 2.0, mobile learning will experience additional growth in 2011. Here are the resources you need in order to be ready.

