Listly by vijay-kumar-8
Learnnovators is a learning design and development company that specializes in the creation of innovative and engaging workplace learning solutions for a global clientele.
What is common across the learning modes and methods mentioned? Social learning via an enterprise collaboration platform Mobile enabled learning accessible anytime, anywhere, on any device of the user's choice MOOCs which straddle the line between social learning and e-learning with learner communities While an organization can facilitate these, the onus lies with the users/learners.
Designed by our Guest Blogger, Arun Pradhan Arun Pradhan has over 17 years' experience in digital and blended learning. He currently works as the lead solution designer for DeakinPrime, helping to deliver 70:20:10 inspired performance solutions for some of Australia's largest telcos, retailers, banks and insurers.
Ryan Tracey is an E‑Learning Manager in the Australian financial services industry. He is also an Editorial Board Member for eLearn Magazine, a moderator for #lrnchat, and the author of the E-Learning Provocateur blog. Ryan has worked in corporate e-learning for over a decade, following several years in the higher education market.
A co-design process to focus on the learner and create human centered learning solutions. Designed by our Guest Blogger, Arun Pradhan Arun Pradhan has over 17 years' experience in digital and blended learning. He currently works as the lead solution designer for DeakinPrime, helping to deliver 70:20:10 inspired performance solutions for some of Australia's largest telcos, retailers, banks and insurers.
The role of a Community Manager is becoming well-established with communities being perceived as platforms that have the potential to reduce the cost of communication, bridge organizational silos, facilitate cross-team conversations thus creating opportunities for innovation, knowledge transfer, expertise location, and more.
Sure, VR is an emerging technology, but as 20 real-world examples of Virtual Reality can attest, early adopters are indeed putting it to use in the workplace.
In the space of a couple of weeks, I have previewed the future of entertainment twice. The first instance was at AFTRS in Sydney, where I attended a presentation of VR Noir: A Day Before The Night.
This is the first post of the GAMIFICATION blog series by Karl Kapp for Learnnovators. The series starts with a definition of gamification, and further defines two types of gamification. Then it discusses the engagement aspects of gamification, the possibilities of gamification, and some mistakes often made by organizations attempting gamification for the first time.
This is the second in a series of articles about gamification and how it can be best leveraged within organizations. The first post in the series, GAMIFICATION FOR CORPORATE LEARNING, provided a definition of gamification, and further explained its two types. This post discusses the engagement aspects of gamification. The series then proceeds to cover the possibilities of gamification, and some mistakes often made by organizations attempting gamification for the first time.
This is the third in a series of articles about gamification written by Karl Kapp exclusively for Learnnovators. This post covers the elements of gamification that can make learning effective.
For nine years now, Jane Hart has been compiling the list of Top 100 Tools for Learning. This is the 10th year (the list has now extended to the Top 200 Tools), and voting is currently on, where you name the top 10 tools that you think are valuable.
This is the fourth in a series of articles about gamification written by Karl Kapp exclusively for Learnnovators. This post discussed the engagement aspects of gamification.
Arun Pradhan is currently developing an app entitled Learn2Learn which will support people to learn faster, smarter & deeper in the real world. It delivers the latest thinking on neuroscience and evidence-based learning. It also helps in exploring how to maximise experiential and social learning.
We, at Learnnovators, joined hands with Clark Quinn of Quinnovation to develop a course on ‘Workplace of the Future’, which we recently shared with the learning community free of charge. The links to the course, as well as a series of blog posts by Clark Quinn explaining the underlying process, are provided at the end of this post.
In this exclusive interview with Learnnovators, Helen Blunden shares her insights on the role of social learning and working out loud in the professional development journey of an organization and its workforce. Being a thought leader and an expert on various social tools, she espouses the need for L&D teams to let go of control and embrace the idea that people learn when they are empowered and connected.
In this exclusive interview with Learnnovators, Helen Blunden shares her insights on the role of social learning and working out loud in the professional development journey of an organization and its workforce. Being a thought leader and an expert on various social tools, she espouses the need for L&D teams to let go of control and embrace the idea that people learn when they are empowered and connected.
This is the fifth and final post in a series of articles about gamification written by Karl Kapp exclusively for Learnnovators. The post discusses the big miss and the big opportunity in gamification.
When I was a teenager I was addicted to video games. Not stay-awake-for-three-days-and-die-of-starvation kind of addicted, but I would spend every conceivable moment playing.
Many a time, as learning designers, we tend to get into action without asking some basic questions. A simple but critical question can make all the difference to the solution we design: “What are the business objectives?”
I’ve often wondered about the relevance of 3D printing in the corporate sector because we rarely produce a thing. Our products – such as bank accounts and insurance policies – are essentially 1’s and 0’s floating in the ether.
In this exclusive interview with Learnnovators, Arun Pradhan explains why he believes in the benefits of visual learning, and shares his insights on neuroscience and its impact on learning design. A thought leader and a frontrunner in the use of 70:20:10 (or 'workflow learning'), he passionately advocates the need for L&D teams to employ the tenets of design thinking to build pragmatic solutions that work on the ground.
An e-learning course, when designed well, can bring about behavior change in learners. However, for the change to sustain over a period of time, we need to focus on forming and strengthening habits.
Nobody likes boring page-turners. Granted. But what about that course clad in bells and whistles masquerading as an engaging piece of training? That’s the one we’ve got to watch out for. Here is how to avoid clicky-clicky bling-bling in learning design.
In this exclusive interview with Learnnovators, John Stepper reveals how the risk of lay-off inspired him to develop the practice of Working Out Loud and elaborates on psychological factors that create the initial resistance in us against working out loud. He then goes on to lucidly explain how we can successfully overcome this resistance by using conventional wisdoms and how we can cultivate our working-out-loud habits by gradually building on our relationships and making them mutually beneficial.
We are fastidious about teaching learners all the right things. Do this, then do that, and then that. We don’t want to miss out on any point, lest they make a mistake. But what can mistakes teach us? Can we build them purposefully into our courses, and leverage them for teaching?