In EVE Online — a Massively Multiplayer OnlineGame (MMOG) about an interstellar empire — 500,000 players participate in a stunning variety of in-game activities. They not only engage in run–of-the-mill jobs of resource mining, trading and blowing up other players for profit but also the more exotic tasks like running corporations, public relations and even conning people through convoluted Ponzi….
Motivation is an important component in learning – more so in self-paced learning initiatives. In classrooms, a lot of it can be created on-the-go by the instructor. The moment that the instructor spots the learners’ attention wavering, he or she changes the pace of the lesson, introduces activities or even makes the learners sit up with a surprise pop-quiz! However,….
Training and learning are an integral part of the modern workplace. Every forward-thinking organization strives to create innovative avenues to provide training that educates, enables and inspires its people. This is true for employees within the organization as well as partners who closely work with the organization. Thus, training initiatives have to often extend beyond the confines of the organization….
The corporate world is in a state of continuous flux and it has changed face tremendously in the last few decades. New technologies are creating new opportunities and the modern corporate world is fast realizing the merits of perennial learning. Training equips employees to be ready to take advantage of the opportunities at hand and do the job better. Technology-aided….
Mobile Technology has reached a new landmark as the number of estimated mobile devices has crossed the 7 billion mark. Added to this, is the growing popularity of wearable gadgets that enable continuous connectivity for users. The learning industry is making use of mobile devices to deliver just-in-time learning for some years now. Added to that, wearable technology will also….
To call it an emerging trend would be an understatement. Today, the effectiveness as well as cost-effectiveness of technology-aided learning is an established fact – both within and outside the corporate world. Technology-aided learning is now a huge and booming industry, with an estimated market value of $107 billion in 2015 (Source: Forbes.com). It makes perfect sense to end the….
Technology has changed the way learning is created and consumed in the 21st century. It has also brought in tremendous possibilities to create ‘inclusive’ learning that takes into consideration the special needs of differently abled learners as well – in educational institutes as well as corporate organizations. Computer-based programs have been developed to help these learners access learning material as….
Video games are a part of our lives – children, adolescents and adults alike. There is no doubt that video games are here to stay, no matter how we raise our eyebrows about the growing ‘screen time’ of our children or the sedentary life that these games promote. But in recent times, motion-based gaming is set to increase the scope….
The changing face of corporate learning has brought in a massive shift from how LMSs were perceived by the early adopters. The needs of the modern workplace, and the learners in the workplace, have both evolved a lot with the tremendous development of technology. Today, the majorities of employees are or aspire to become knowledge workers. As a result, every….
The popularity of games in learning is contributing to the immense growth of the gaming industry. Learning games are fast gaining popularity – in educational as well as corporate circles. Many popular video games are being re-furbished for educational purpose and many original games are also being designed to facilitate training. But there is often a disconnect between the advances….