by Paul Signorelli
Technology tools that might still be on the periphery of our personal e-Learning radar screens are about to be adopted widely by those we serve, a newly released report shows. If we don’t develop an understanding of and familiarity with them now, the learners who currently turn to us for assistance may leave us behind.
by Anne Derryberry
Changes continue in the virtual world technology market with yesterday’s acquisition of Forterra Systems by SAIC. More details here on a story we broke last month.
by Bill Brandon
Google Wave, still in limited Preview, continues to advance in capability, becoming more user-friendly. “Undo/Redo” became available for editing in December, and now two new features, “Read-only” capability and “Restore from Playback,” make it possible to control user input and discussion drift.
by Steve Foreman, Marc Rosenberg
Customers demand more flexibility, less disruption in how training is delivered, and faster, better access. Business demands more frequent updates to training content. Both Training and IT have a vested interest in meeting these demands. Despite their differences, the two groups ultimately have the best interests of the organization in mind and can only succeed when bridges are built between them.
by Bill Brandon
Clark Aldrich has produced a great guide to the selection, justification, and development of Highly Interactive Virtual Environments. Readers will find it useful, whether they are new to design of such applications or highly experienced.
by Anne Derryberry
The first decade of the 21st Century had its high points and its low moments, all of which affect what we will be doing in the second decade. Anne looks at some of the most significant developments.
by Bill Brandon
Each year, DevLearn gets better, and this year was no exception. Over 1,300 people attended this premiere event in the e-Learning community of practice, and all went home tired, happy, and with expanded horizons and much larger professional networks. Read all about it here!
by Brandon Carson, Dolly Joseph, Enzo Silva
Alternate Reality Games (ARGs) facilitate e-Learning while maintaining motivation. They are excellent tools to encourage collective intelligence, collaborative play, and distributed storytelling in an educational environment. ARGs also help to increase communication, and raise awareness about products and causes. Read this case study, assemble your design team, and create a successful game!
by David Wilkins
A frequent question on Twitter and LinkedIn is, “Do social media have a place in learning?” Many trainers think the answer is, “No.” Read this article to learn why that’s the wrong answer, and how to implement social learning in your e-Learning designs!
by Chris Stape
Research is giving us valuable new information about how the brain works, how humans learn, and how learning physically changes the brain. This article explains the roots of brain-compatible learning strategies based on research using brain-scan technologies, discusses the strategies that are most effective, offers a guide to choosing one, and offers tactics for implementing selected strategies.
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