Selection of learning management systems depends on the nature of the business outcomes and the external requirements that the curriculum must satisfy. Here is an example of very thorough research for LMS products to meet some strict client- compliance requirements.
Last week, Guild Research published a new case study in the Research Insights Library about the use of interactive video to better educate and communicate with employees on health care plans, well-being programs, and retirement options. This overview explains what Aon Hewitt’s Consumer Experience practice did, why they did it, and the process they used to build the interactive video interface.
by Caleb Hanson
Video was a pervasive topic across the FocusOn Learning Conference in Austin two weeks ago. However, like many other adopters of interactive video, conference attendees were unsure about the differences between the different formats and weren’t even sure where to start. Here is some fair advice from one of the presenters, whose company also happens to have been a sponsor of the event.
Sound and action—movement—drive our response to movies, including videos, even more than the character dialog does. Yet few of us have a conscious awareness of how movement affects learner perception and response. Effective eLearning video can be so much more than talking heads and simple demonstrations. Here is a very basic introduction to the psychology of movement.
Interactivity, including gamified apps, crowdsourcing, and interactive video, is an important strategy for gaining and maintaining interest, improving learning, and even fostering employee understanding, conviction, and loyalty. Here’s an introduction to the benefits of interactive video and a compelling example of its use.
When selecting and implementing learning technology solutions, a proactive approach to identify stakeholders at all levels and involve them early and often in the process through an internal advisory council is one of the best strategies for success. Here is a complete guide and blueprint for the process!
Gamification is the use of game elements to motivate people to complete tasks. According to the Gartner Hype Cycle for Education, though, gamification is sliding into the Trough of Disillusionment, where interest wanes as experiments and implementations fail to deliver. Why? This article connects poor gamification implementation and poor eLearning design, and it suggests what we can do about both.
eLearning system security has been a concern for years. With time, the concern has only increased, especially for learning management system (LMS) security. Most work has been to make infrastructure secure and to train users. However, 95 percent of security breaches still come through noncompliant users. Here is a description of an approach that offers promise, whether users are compliant or not.