by Ben Betts
As we find out how learning happens, and how technology can support learning, some interesting hybrids (mash-ups?) are appearing. Four ideas dominate: informal learning, social learning, mobile learning, and games-based learning. This week’s feature looks at how a team in England is putting these together, plus features to motivate learners. The result: a very different way of learning.
by Anne Derryberry
Social gaming seems to be a rapidly growing opportunity for the learning sector. Underscoring this is the acquisition by a developer of serious games and mobile learning solutions of a pioneer in creating compelling interactive experiences. Here’s a look at where serious games are headed, and at the potential for reusable platforms and content that is as fresh as this morning’s news.
by Anne Derryberry
Journalism and education have much in common, besides the fact that both are in dire straits. Journalism intends to inform us about the world, and education aims to help us succeed in that same world. Could games be the nexus between these two pursuits that are so vital to democracy?
by Jane Bozarth
“I wish that the ‘e-Learning’ business had started with this book … before online training as an industry managed to replicate the very worst elements of the traditional classroom experience. I wish this book as a starter gift: a new person starting with this would not accept flying lines of text supported by word-for-word narration as anything resembling a learning experience.”
by Jeff Batt
Interactive games add motivation and interest to e-Learning! This tip shows you how to put together a “Jeopardy” type game using Rapid Intake.
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
After months of speculation and much hype and punditry, Apple launched the iPad today at a Special Event. Is it a device that will change civilization as we know it? Is it doomed to failure? Here is our fearless assessment!
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 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 Algis Leveckis
For several years, early adopters have been excited about using virtual worlds for e-Learning, but organizations have been slow to share that enthusiasm. In this week’s article, the author looks at the reasons for this reluctance, and at what must happen before virtual worlds become part of every instructional designer’s arsenal.
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