This case study concentrates on one particular form of information security, one born from a lack of awareness of the consequences emerging from a lack of judgement of email attachments sent outside the organisation, leaving laptops without password access or even talking shop outside office hours in a public place
Rob Keery from Brightwave explores the potential of using three-dimensions in e-learning, unfolding when, why and how you should go 3D.
A conversation eXchange with Mark Reilly, Head of Corporate Training at McDonald’s Restaurants Ltd.
The eXchanges at this year’s LT15 Conference have gone from strength to strength and were even more popular than in the previous three years.
PwC is a network of nearly 170,000 employees in 80 member firms across 158 countries and territories. They focus on audit, assurance, tax and advisory services.
Read this case study to understand why Unit 9 and the Resuscitation Council walked away with so many gold awards at the November 2013 elearning awards ceremony.
The new Towards Maturity In-Focus Paper sheds light on how to use online experiential learning to build skills at work.
How can we apply game based thinking to increase learner engagement? Ben Betts shares at Learning Technologies eXchanges
Mark Berthelemy reports on the discussion with Ben Betts from this year’s Learning Technologies eXchanges 2013.
The AO Foundation (The Arbeitsgemeinschaft für Osteosynthesefragen), is a Davos-based, not-for-profit organisation dedicated to improving the care of patients with musculoskeletal injuries.
Double award winner Train4TradeSkills use of creative gaming technology transforms trainees into a confident workforce & reduces costs!
The National College for School Leadership is where the future heads of our country’s schools are trained to become effective and inspirational leaders.
There has been a lot of discussion in the learning industry about the use of games, simulations and other immersive experiences to engage staff but what is actually working?
It’s that time of year when everyone seems to feel compelled to generate their list of ‘Top Ten Predictions’ for 2010 – or perhaps their Top Five or Top Seven! We didn’t want to feel left out so rather than compile another ‘Top Ten’ list we thought it might be fun to develop the ‘Definitive Top Ten’ list based on the thoughts and ramblings of many of those respected in the industry who are members of our ‘Community of Excellence’, sprinkled with some of our own insight.
I first met Bert De Coutere at Online Educa Berlin in December 2009. Bert works with IBM Learning Development and heads up their work on learning innovation.
Much has been written about the potential of virtual worlds in business learning but there are few examples of good practice that highlight how it can make a difference and where it fits in with other learning interventions such as role play, online virtual classroom, online content. It is clearly not just a platform for serious games.
Are Virtual Worlds a serious contender as a corporate learning tool?
It seems that wherever you turn right now the ‘hot topic’ in the field of Learning Technologies is the use of Virtual Worlds (or Environments) and Serious Games and the latest BILD (The British Institute for Learning & Development) Connect Event held on Wednesday 13th Mat 2009 at the Museum of Army Flying, was no exception!
This conference was organised on 7th May 2009 to support the Apply Serious Games 2009 Awards.
Have you experienced a second life? Increasingly people have, and for learning purposes. Mystified by what it means. Thanks to Saffron Interactive you can read a short paper by Clive Shepherd which demystifies virtual worlds and their role in learning.
In Driving Business Benefits (the Towards Maturity research published earlier this year) we saw that just under 20% of the research participants were using some form of games or complex simulations in their e-learning offering and just under 10% used virtual worlds.
With the military struggling with recruitment they turned their attentions to their current training methods, searching for ways in which it can be changed, even transformed. This article investigates the issue and how they approached a solution – drawing on research from from Caspian Learning looking at the application on games in learning in the military.
SVW’08 addressed the live issue of how virtual worlds cross boundaries both between the real world and virtual worlds and between virtual worlds.
This case study (provided by Grass Roots) hightlights how the Games Stores Group Ltd ( specialist retailers in PC and Video games) used a blended learning approach in store to help boost sales.