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 News Editor
Ayogo, an award-winning creator of serious games has announced today its agreement to acquire Tandem Learning, a learning company that develops serious games and immersive learning solutions. [Press Release]
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 News Editor
[Press Release] Zenler (www.zenler.com) has advanced development of its new Zenler Studio Pro product (ZSP) to the Beta phase. ZSP is a rapid authoring tool for production of interactive courseware, stand- alone game-based eLearning, and simulations. The company is seeking additional participants for the Beta group.
by Bill Brandon
Technology extends what we can do at work, at play, and in our careers. It also reorganizes relationships and culture. Designers who think effective use of mobile technology is just a matter of fitting learning content onto smaller screens, or who approach social media as just another learning delivery channel, may be missing the bigger picture. Here are some ideas to consider.
by Brian Dusablon
The card game A Game of Phones made its debut at The eLearning Guild’s mLearnCon in June. While you might wonder what a card game has to do with mobile learning, the experience of the players showed the value of combining social interaction with a game around the context of using mobile technology. Blended for sure! Here’s the impressions of one who played and won.
by Bill Brandon
The Learning Solutions Conference and Expo 2011 opened today in Orlando, Florida, with a record number of participants in attendance. Here’s a quick look, including photos, at the pre-conference events and the opening morning.
by Anne Derryberry
Badges, those little icons so loved by gamers, have some surprising uses in e-Learning. These uses go beyond providing superficial rewards, including improving recall, increasing motivation, and supporting social interaction. Here’s what we’re learning about this element of gamification.
by Ben Betts
Alternate Reality Games (ARGs) create a fictional scenario in which learners interact with people and information to play out a story in the form of a game. Imagine a role-play on steroids, where the participants don’t have to pretend to be anyone else, because it’s the world around them that changes. Enjoy this case study!
by News Editor
eLearning Brothers now offers a site where designers can create e-Learning interactions and games in minutes with no programming experience needed.

