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.
Technology changes job assessment and online teaching and learning practices in higher education (and other organizations as well). This includes the empowerment of new groups of stakeholders, including students, leading in some institutions to political pressure to implement new assessments to improve teaching and learning. Here is how these forces are playing out at one university.
by Clark Quinn
Douglas Engelbart (1925 – 2013) is a key figure in the development of the technologies we use today to “boost our collective ability to solve complex, urgent problems on a global scale.” The devices and systems for which he is best known were only the minimal infrastructure necessary to realize that vision. Comprehending that vision can bring clarity to our own work in facilitating learning.
by Enzo Silva
There is a lot of confusion over the differences between games and gamification. Not only that, gamification often rewards the wrong things. Gamification need not involve a lot of extra work for the designer who applies the four simple ideas presented in this article.
by Kat Gore
The eLearning Guild has released a complimentary white paper, Harnessing the Mobile Storm: The Power and Potential of Mobile Learning. This white paper paints a colorful picture of the power and potential of the mobile storm now reaching the shores of most learning and development groups.
Mobile learning (mLearning) is a topic that continues to grow and evolve. Today, mobile is ubiquitous, seeming to pervade every aspect of life and business. In The eLearning Guild’s latest eBook, managers and practitioners with strong hands-on experience in mobile learning development present their best thinking on five fundamental questions about how to realize the benefits of mLearning.
Basic gamification knowledge is increasingly essential to eLearning creators. The eLearning Guild’s new white paper, published today, provides you with an opportunity to quickly review your knowledge of gamification concepts and approaches. Our upcoming online Games & Gamification Summit will give you additional insights and knowledge about these vital topics!
The eLearning community continues to adopt use of the Experience API (xAPI) as a bridge to link learning and performance. The xAPI Camps that take place internationally at conferences, such as The eLearning Guild’s FocusOn Learning in Austin this June, are key events where L&D leaders find out how to implement this new technology. Find out more about the camps in this article!