The MMO-LMS: The close association of Games and Learning

game based learning

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….

Using Endowed Progress Effect to Motivate Corporate Learners

elearning Corporate Learners

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,….

Wearable Technology: Does Google Glass still has the potential to transform Learning?

Google Glass

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….

Trends in Technology-aided Learning: 2015 and Beyond

eLearning Trend

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….

Out with the ‘Couch Potato’ – Motion-based games get you in Active Mode

motion-based-learning

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….

Strategies for Creating Simulations in e-Learning: Helping Learners to Apply More

Simulations

Simulations – a powerful learning tool – have been used in e-learning for many years. Essentially, simulations are imitations of the real world – creating a virtual environment with the same characteristics and challenges as the real world. This virtual world is where the learner gets a chance to learn new skills, and practice and perfect them as well. For….

Harnessing Learning Theories for the Mobile Platform: A m-learning perspective

mobile-based learning

With the growing utility of mobiles devices in our everyday lives, the Training & Learning industry is realizing that learners are spending a large chunk of their time on their smartphones or tablets. The increasing popularity of mobile-based learning is a direct output of this realization. With developing technologies and development tools, many varied types of mobile-based learning modules are….

Avoiding Information Overload in Online Learning Environments: An e-learning perspective

online learning

The effectiveness and impact of technology-aided learning in the corporate sector is unquestionable. With the aid of technology, training and learning has become more accessible to a wider spread of corporate learners, no matter where they are located across the globe. But the impact of this powerful medium is often diminished by information overload. To avoid this extraneous cognitive load,….

Increasing student engagement through Interactive Learning Design

asynchronous learning delivery

Modern learning is a social and collaborative process of knowledge building where a learner interacts with the content and the instructor as well as with peers. Thus educational interactions within an organization can be of three types: Learner-to-Content interactions Learner-to-Instructor interactions Learner-to-Learner interactions For asynchronous learning delivery, where instructor and peers are absent, the Learner-to-Content interactions are of the utmost….

Health, Safety, Environment (HSE), Sustainability and e-Learning

e-Learning

Health and safety aspect at workplace is now firmly regulated across the world – be it HSWA in UK, OSHA in US, or WHS Act in Australia. Even in developing countries like India there are various Occupational Health & Safety Acts for different types of industries. All these acts not only lay down the requirements for the organizations for providing….

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