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Information
on trends
and the future of learning |
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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>
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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> |
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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> |
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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> |
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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> |
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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>
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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> |
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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>
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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
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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 > |
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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
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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> |
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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 >
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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
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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
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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
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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
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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
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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
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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> |
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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> |
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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.
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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> |
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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. |
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