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and the future of learning

Using Google for Online Learning: 25 Easy-to-Use Applications

Using Google for Online Learning: 25 Easy-to-Use Applications New!

Google Search has become a valuable learning and performance support tool. More often than not, it's the tool we turn to to find out about things. But, Google Search is just one of many tools provided by the software company that can be used for learning. This report presents 25 Google tools you can use for employee training. More>

100+ Free E-Learning Tools for Employee Training and Personal Learning

100+ Free E-Learning Tools for Employee Training and Personal Learning New!

People commonly believe that you get what you pay for. This report, however, will prove that adage wrong. Co-written by Jane Hart, social media and learning advisor at the Centre for Learning & Performance Technologies, and Brandon Hall Research Analyst, Janet Clarey, this report covers the top 100 free tools that should be part of your learning initiatives. Continue>

Online Learning Games for Employee Training: Case Studies and Resources

Online Learning Games for Employee Training: Case Studies and Resources New!

This report contains case studies of how 16 well-known organizations, including the Miller Brewing Company, AOL, Cisco, Sara Lee, and the U.S. Army, are using online learning games for employee training. Continue>

Online Learning Games for Employee Training: Research and Analysis

Online Learning Games for Employee Training: Research and Analysis New!

Games designed for learning represent one of the hottest areas of emerging e-learning technologies. Major learning management platforms have added simulation or gaming extensions that allow them to launch games and track players’ results. Educational games and simulations now appear on cell phones, and traditional educational publishers have announced gaming initiatives in higher education and corporate training markets. Continue>

Multi-Generational Learning in the Workplace: Overview and Instructional Design Considerations

Multi-Generational Learning in the Workplace: Overview and Instructional Design Considerations

Many organizations have team members that span at least three generations. Does a one-size-fits-all approach to training meet the needs of these different age groups, or should we consider generational differences in designing learning experiences? This report recommends how you can address generational and other issues when designing instruction for workplace learning. Continue>

Mobile Learning Comes of Age: How and Why Organizations are Moving to Learning on Mobile Devices

Mobile Learning Comes of Age: How and Why Organizations are Moving to Learning on Mobile Devices

As our most in-depth examination of mobile learning, this report focuses on the business drivers behind the current high rate of adoption. Also included are six case studies on how well-known organizations are using mobile learning. Continue>

 

Mobile Learning: Tools & Technologies for Creating Engaging Content

Mobile Learning: Tools and Technologies for Creating Engaging Content

One challenge surrounding online learning is rapid technological change. This is especially true with mobile learning. Mobile devices, like computers, quickly become outdated and are then replaced. This report is a snapshot of the mobile learning landscape today. It will provide the key information you need to expand beyond a desktop-based learning strategy toward one where people can learn anywhere, anytime. Continue>

Visualization in Learning: 14 Case Studies That Emphasize Visual Thinking

Visualization in Learning: 14 Case Studies That Emphasize Visual Thinking

Because we need to deal with such a large amount of information each day, we read less and scan more. Replacing text-heavy content with well designed visuals can lead to increased engagement, retention, and recall. This report contains 14 case studies and dozens of images showing how visualization is being used to improve learning. Continue>

E-Learning 2.0: How to Create and Implement a Real World E-Learning Strategy

E-Learning 2.0: How to Create and Implement a Real-World E-Learning Strategy

The term e-learning 2.0 is used to refer to new ways of thinking about e-learning. Rather than being based on a model where the instructor pushes learning content to the learner, the e-learning 2.0 models emphasize shared, remixed, repurposed, and distributed learning content. While no one-size-fits-all model exists for implementing strategy, this report will provide you with a starting point for analyzing and executing a real-world e-learning strategy. Continue >

Using Second Life® for Workplace Learning: Analysis and Resources

Using Second Life® for Workplace Learning: Analysis and Resources

Second Life is the best known virtual world environment and has attracted huge amount of interest from the learning community. Thought leaders in training profession have described its potential enthusiastically. Although most workplace learning efforts in Second Life are in the early stages, some intriguing early-adopter implementations exist. This report provides the key information you need to help you evaluate the potential benefits of using this platform. Continue >

Mobile Learning: The Essential Information for Training Professionals

Mobile Learning: The Essential Information for Training Professionals

For years, learning analysts have been predicting wide adoption for mobile learning. But, until now, this has not occurred. Mobile phone companies are at last seeing cell phones as miniature Web-enabled computers in people's pockets rather than as portable telephones. Consequently, smart phone sales are soaring. This report provides you with the key information you need to expand beyond a desktop-based learning strategy toward one where people can learn anywhere, anytime. Continue >

Building and Fostering Virtual Learning Communities

Building and Fostering Virtual Learning Communities

Extensive evidence suggests that effective learning communities provide important benefits for learners and their organizations. Apart from significant gains in learning, benefits include reducing isolation, enhancing collegiality, increasing job satisfaction, and Instituting new approaches to solving problems. This report provides you with the key information you need to understand and foster virtual learning communities within your organization. Continue>

Learning Technologies for Healthcare Education and Training

Learning Technologies for Healthcare Education and Training

Since human lives are at stake, training in the healthcare industry is rigourous, intensive, and critical. Complicating matters, the medical world changes quickly as new procedures, practices, and technologies are introduced at an ever faster rate. To meet these challenges, healthcare has in the last decade embraced innovative learning technologies. This report provides an analysis of how the medical world uses a multitude of learning strategies to improve performance. Continue >

Computer-Supported Collaborative Learning in Training and Development: The Business Brief

Computer-Supported Collaborative Learning in Training and Development: The Business Brief

This report provides only the key information busy learning professionals need to know about collaborative learning. What is computer-supported collaborative learning (CSCL)? What can CSCL do for training and development? What can collaborative learning do for a business? What software and hardware do I need to implement CSCL? And more. Continue >

Computer Supported Collaborative Learning in Education and Training: Case Studies and Key Resources

Computer Supported Collaborative Learning in Education and Training: Case Studies and Key Resources

This report contains 16 case studies of collaborative learning technologies being used in organizations today: This new report also contains a set of resources for users who want to go further in their quest additional information about collaborative learning. More >

Computer Supported Collaborative Learning in Education and Training: Tools and Technologies

Computer Supported Collaborative Learning in Education and Training: Tools and Technologies

A new set of Internet technologies, known as E-learning 2.0, is having a major impact on furthering computer supported collaborative learning. These technologies are transforming learning as a classroom phenomenon to something that takes place at any time and any location. This report provides a survey of tools and technologies that can be used to support collaborative learning in training and development. More >

Computer-Based Collaborative Learning for Training and Development: Research and Practice

Computer-Based Collaborative Learning for Training and Development: Research and Practice

Collaboration sounds like a positive idea. It seems friendly, helpful, and sociable. So, the term “collaborative learning” should be equally appealing — even more so when we throw technology into the mix. What’s not to like about using technology to support collaborative learning? A thorough review of the literature on using computers to support collaborative learning shows that reality is more complicated. This report contains a comprehensive overview of the current state of collaborative learning. More >

Virtual Worlds for Learning: Tips to Help Convince Your Training Department to Use Immersive Environments

Virtual Worlds for Learning: Tips to Help Convince Your Training Department to Use Immersive Environments

Considerable marketing is often needed to convince corporate decision-makers that a new technology is worth the investment. This short report includes ten tips to help you convince your training departments to use virtual worlds for learning. This short report is free with the purchase of any other report on virtual worlds listed below. More >

Virtual Worlds for Learning: How Four Leading Organizations are Using Immersive Environments for Training

Virtual Worlds for Learning: How Four Leading Organizations are Using Immersive Environments for Training

Early adopters are like pioneers, braving new uncharted territories by implementing exciting new technologies into their organizations’ infrastructures. Those who implement the same technologies later can learn much from these early adopters. This report provides case studies of how four organizations, IBM, Johnson & Johnson, Paideia Computing, and TELUS Communications have implemented this emerging learning technology. More >

Virtual Worlds for Learning: An Analysis of Eight Immersive Environments Platforms

Virtual Worlds for Learning: An Analysis of Eight Immersive Environment Platforms

When people hear the terms virtual world or immersive environment, they often think of Second Life. Second Life is by far the most well-known virtual world. But, you may be surprised to hear that there are others. This report profiles eight virtual worlds to consider for workplace learning. This report also presents standards for evaluating virtual worlds, to help you select a suitable platform. More>

Virtual Worlds for Learning: An Analysis in the Use of Immersive Environments for Training

Virtual Worlds for Learning: An Analysis in the Use of Immersive Environments for Training

Virtual worlds such as Second Life are attracting interest from organizations as platforms for learning. Also known as immersive environments, these systems can provide significant advantages over other learning strategies. This report provides you with the key information you need to understand virtual worlds and evaluate their benefits. More>

emerging/emerging_elearning.shtml

Emerging E-Learning Content

This 207-page report examines 45 of the most promising ideas, innovations, and content formats in the field of e-learning and provides examples of how organizations are applying new technologies. More>

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Emerging E-Learning Services

Online learning is undergoing dramatic changes as powerful new content types, technologies, and services are being adopted for training. Dr. Gary Woodill’s third report in the popular Emerging E-Learning Series is the only analysis in the industry of the 24 emerging services available and required for the professional production of online learning. This 140-page report discusses how the e-learning industry, as it matures, is moving from an emphasis on technologies and content, to a service based economy. More>

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Emerging E-Learning Technologies

Dr. Gary Woodill’s second report in the popular Emerging E-Learning Series, "Emerging E-Learning Technologies: Tools for Developing Innovative Online Training," covers 52 categories of new and innovative e-learning tools and Web resources that can be used to expand the possibilities for producing highly engaging online learning content. More>
REVIEW: Read Will Thalheimer's review of this report.

Open Source E-Learning: Alternatives to Proprietary Tools, Systems, and Courseware

Open Source E-Learning

Open source software has become mainstream. Open source is also making important inroads into the world of online learning.

"Open Source E-Learning: Alternatives to Proprietary Tools, Systems, and Courseware" provides the information you need to help decide whether open source e-learning is right for you. More>

E-Learning 101: An Introduction to E-Learning, Learning Tools, and Technologies

E-learning 101

This report provides basic knowledge and an understanding of e-learning that will enable readers to describe the e-learning “space” to others and to understand the foundation and tools for making decisions around, and gaining support for, their organization’s e-learning strategy.
SPECIAL PROMOTION: Find out how you can get this report for free.

   
 
© 2010 Brandon Hall Research