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by Jane Bozarth

March 12, 2010

This new addition to ASTD’s Infoline series is intended for American instructional designers who create instruction for delivery in another part of the world.

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by Josh Little

March 4, 2010

Traditional approaches to training are facing disruption. Disruptive innovation, in the form of social software, is sparking new philosophies about formal and informal use of collaboration to support learning. This is the first of two columns about this, and how you can adapt your approach to instruction to take advantage of these developments.

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by Anne Derryberry

February 23, 2010

Can a learning technologist find a way to harness social learning technology in a way that will offer supportive solutions for ninth-graders and their teacher? In August, 2009, Anne challenged readers to join her in volunteering for their local school. Walking her talk in this and the following several columns, she will share her experiences in doing just that.

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by Jeremy Vest

February 17, 2010

Google’s entry into social networking, Buzz, created quite a bit of buzz last week after its launch. While the service is not necessarily in its final form yet, and certainly not everyone who has tried it likes it, it certainly is not too early to start looking at Buzz as a potential learning environment.

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by Carmen Taran

January 19, 2010

Instructional designers must always deal with the question of how much is enough? Unfortunately, under the pressure of clients’ “I want it yesterday” demands, too often the default is to offer as little as possible in order to get the product out the virtual door on time and under budget. Take some time to savor this essay on avoiding superficiality!

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by Steve Foreman, Marc Rosenberg

January 7, 2010

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.

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by Ellen Behrens

December 7, 2009

When you begin putting together a curriculum, do you get a question back for every question you ask, rather than the recommendations and suggestions you hope to hear? Do you have trouble getting people to listen to your proposals — the very people you are trying to help? Developing a true strategy that offers value may solve these and many other problems. Here’s how to create one.

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by Bill Brandon

December 2, 2009

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!

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by Brandon Carson, Dolly Joseph, Enzo Silva

November 4, 2009

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!

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by Chris Stape

September 28, 2009

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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