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Thoughts on Dinner
... need help. They decide on which conference to go to based on who will be there and do preliminary research on people they ... ¬¦.. This difference in approach may be a result of my lack of participation in the greater professional world of eLearning ... busy ⬠I went to 3! The eLearning Guild conference is different because, for the first time, my main purpose is to ... participated in an RFP with us for game development. The session list, in many ways, is secondary to my purposes here ... the table is doing research and asked the others whether they knew some experts. 3 people grabbed their phones. I ...
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Designing and Rolling Out Serious Games
Presentation: Designing and Rolling Out Games for eLearning Outcomes Presenter: Ravi Ramakrishman (This session will ... , just programming. Not including design or research. - User takes 1 hour to play For standard game - Can be as low as ... completion - Improve retention Some fun, some hard work. The important part is the learning agenda. Serious Games - the basis. - Historically games have been frowned upon. Nothing has really changed. - Game seen as not equalling "learning" "Game" - Activity engaged in for diversion or amusement. "Serious Game" - voumtary activity pled within a specific ...
In the Middle of the Curve
- Wednesday, November 12, 2008 -
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ZaidLearn: 8 Free Screencasting Tools For Tony!
... but are you? Have fun exploring free screencasting tools! If you got any other free cool screencasting software to ... )
Learning Tools
Audacity (Audio Recording)
Classtools (Flash Games)
CustomSignGenerator ... 31
8 Free Screencasting Tools For Tony!
Free Screencasting Tools List (Updated) Tony ... for a free tool that works to create screencasts that I can use for my blog. I dont do it very often, so it needs to ... a screen sharing tool with voice and screen recording. And it needs to be low cost or free."- Tony Karrer ...
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eLearning, mLearning, Tech Terms, Google, & iPods
US Corporate eLearning Market Reached $5.2 Billion in 2007 - Ambient Insight
The US corporate market for Self-paced eLearning reached $5.2 billion in 2007. Although overall growth is slowing due to the recession, the recession is also acting as a growth catalyst for certain types of products and services.
The research indicates that the current ... . So, our first project has been developing a Performance Support Tool for a group who are always on the road and who are now being asked to be more consultative in their client contacts and interactions. In a nutshell we created this tool ...
Big Dog, Little Dog
- Sunday, October 19, 2008 -
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elearning: promises and practices
... videos, tests,
software, and any other tools, materials, or
techniques used to support access to
knowledge.
Slide ... ;
estherperez favorited this 4 days ago Tags: education future elearning ...
lutzland favorited this 1 week ago Tags: elearning ... week ago Tags: 21st century elearning ... : education elearning ...
delicious Random Mind
- Wednesday, October 15, 2008 -
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E-Learning for Newbies
Course authoring - knowledge of software (simulation, game, rapid design tools, multimedia, etc.).
Web interface ... learning specialist, Flash programmer, game designer, research, etc. Here’s a brief listing of some of the competencies ... ’m interested in [the field of] eLearning. What should I do first?
I’m responding to this question from the ... Research , deliver in a “101″ webinar with Learn.com which should provide an overview. I also wrote elearning 101 which provides an overview of e-learning
adult learning and the foundation of human learning ...
Janet Clarey
- Thursday, October 9, 2008 -
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Learning 2.0 - an update from the eLearning Guild
The eLearning Guild have recently released a new report on Learning 2.0 - Learning in a Web 2.0 World . The list of authors represents a blogging who's who, with contributions from Jane Hart , Tony Karrer , Michele Martin , Mark ... of age take more advantage of it. Some third-party research is quoted in the report: Some 77% of Inc 500 organisations have adopted some form of social media tool (University of Massachusetts). Three-quarters of executives ... even the classroom were showing increased usage, mobile learning was down 10% and serious games down 6%. Surprising ...
Clive on Learning
- Friday, October 3, 2008 -
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E-Learning 2.0 Research
These are my liveblogged notes from the eLearning Guild’s webinar on their e-Learning 2.0 research report ... %
Communities of Practice increased 12.3%
Wikis up 7.7%
Mobile down 10.6%
A number of rapid tools are up, but tools that take longer to create (simulations and games) are down
Good question in the chat from Cathy Moore: Are blogs being used ... the tools, the more positive they were about them, the better outcomes they saw.
42% said very worthwhile
30% said ... it about content creation? Technology? Control?
Drivers
People use the tools themselves and see the benefits: ...
Experiencing eLearning
- Thursday, October 2, 2008 -
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