Extensive Reseach Links

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Overall Trends

http://www.clomedia.com/take-five/brandon-hall/2009/January/2503/index.php

Take Five – Brandon Hall
Published January 2009
Five Learning Trends for 2009

Following are the top five trends:
1. Mobile learning:
2. Do-it-yourself (DIY) learning:
3. Flexible learning environments:
4. Virtual worlds:
5. Games and simulations:

http://elearningtech.blogspot.com/2008/09/training-method-trends.html

Training Method Trends: E-leaning Technology
(VISUALS: Charts showing trends in learning delivery methods)

Corporate Training Methods
But what about in corporate training? What are the trends for methods in
corporate learning? How do they possibly differ from overall trends shown
above? Here’s the graphs for corporate (non-Government, non-Education)
training methods.

http://elearningtech.blogspot.com/2008/12/2008-2009.html

2008 – 2009: eLearning Technology

It’s always interesting to look back at the past year – 2008, think about
what has changed for me during the year, and think about what that means
for the next year – 2009. My blog is really the hub of my thinking and
activity, so by going back through posts for the 2008, it gives me a pretty
good perspective on what’s been happening inside my head during 2008.

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http://elearningtech.blogspot.com/2009/01/12-elearning-predictions-for-2009.html

12 eLearning Predictions for 2009: eLearning Technology

#1 – “Self-Directed Learning” Increases
#2 – eLearning 2.0 Grows – But Creating “eLearning 2.0 Strategy” Fails
#3 – Increase in Consumer/Education Social Learning Solutions will
Increase Pressure for Social Learning Solutions in Corporate Learning
#4 – Quick Wins & Toolkits
#5 – Virtual Classroom Tipping Point
#6 – Greater Domination by Leading Tool Vendors – Captivate, Articulate,
Lectora, Camtasia
#7 – Niche Tools Emerge and Get Traction in Niches
#8 – More Wiki Pages – Same Authored Minutes – Less Classroom Minutes
#9 – Knowledge Worker Skills
#10 – Mobile Learning Niche Growth
#11 – Micro Virtual Conferences
#12 – Data Driven

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http://www.astd.org/LC/2008/0308_trends.html

E-Learning Trends 2008
Learning Circuits and E-Learning News recently polled their readers on how
they’re using e-learning in their organizations. Here’s what they had
to say.

Survey was conducted in November and December 2007. Results are based on
293 responses.

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http://minutebio.com/blog/?p=509

Big Question – In the Year 2019
What will workplace learning look like in 10 years?

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http://www.cramersweeney.com/cs_id/trainingblog/

Emerging Sectors

Mobile Learning

http://www.masieweb.com/p7/MobileLearningUpdate.pdf

Mobile Learning Update
17 page summary of market trends including statistics and user examples
with visuals.(Includes VISUALS)

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http://www.consortiumcontact.com/p7/MobileLearning.pdf

Mobile Learning Benchmarking Survey – January 2008
(VISUALS Includes lots of graphs)

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http://www.mlearnopedia.com/

Case Study
Published April 2008
Merrill Lynch: Bullish on Mobile Learning

Merrill Lynch offered three compliance training courses via BlackBerry for
a two-month period. The organization analyzed the access, usage and
effectiveness of learning delivered over the mobile devices and, in the
process, established standards for future mobile courses. Sixty-one percent
of the eligible population participated, and the results were remarkable.
They delivered the training with no degradation to learning effectiveness.
I

Do It Yourself (DIY) Learning

http://learningvisions.blogspot.com/2007/02/diy-vs-formal-learning.html

DIY vs Formal Learning

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http://trends.masie.com/

564 – Designed Social Learning?, Cafe Career Coaching
Posted on February 26, 2009

1. Designed vs. Grassroots Social Learning: It is intriguing to look at
two different models of Social Learning:

* Designed Social Learning – Design a social learning experience,
utilizing a new or existing social network, with key activities and
specific learning or behavioral outcomes. For example, an instructor
designs a challenge project that requires a learner to find and collaborate
with key colleagues around the enterprise. There may be high levels of
facilitation in the Designed Social Learning experience, with follow-up
messaging and assignments originating from the instructor as the activity
proceeds.

* Grassroots Social Learning – Assume that learners will utilize the
social networks (internal and external) to support and extend the learning
experience. For example, newly designated management development candidates
would be given access to a social network of previous alumni – but without
specific tasks or facilitation. In this model, it is assumed that learners
will individually work the network or collectively might extend or evolve
the network. For example, they might build their own discussion areas as
needed, without permissions or designer engagement.

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http://www.jarche.com/2005/08/old575/

Personal Knowledge Management (PKM)

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http://www.personneltoday.com/articles/2008/01/22/43945/creating-your-own-e-learning-content-doing-the-knowledge.html

Creating your own e-learning content: Doing the knowledge
22 January 2008 08:00

Authoring tools make it possible for training and learning and development
departments to create their own e-learning content. So what’s involved?

In just 18 months, Everyday Financial Solutions (EFS), part of the
Littlewoods Shop Direct Group of companies, has created more than 2,000
hours of e-learning and saved more than £114,000 in training costs.

Atlantic Link, < http://www.atlantic-link.co.uk/ > which provided EFS with
the tools and training to create the learning, says the past 12 months has
seen not only its client base grow but also customers coming back to
request more licences. While cost and time-savings are motivation enough to
take e-learning production in-house, it also makes sense, given that a lot
of potential learning content actually resides within an organisation.

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http://blog.simslearningconnections.com/?cat=7

Archive for the ‘informal learning’ Category

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http://moodle.org/

Moodle

Moodle is a Course Management System (CMS), also known as a Learning
Management System (LMS) or a Virtual Learning Environment (VLE). It is a
Free web application that educators can use to create effective online
learning sites.
(VISUALS — Demos and illustrations)

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http://www.workforce.com/section/11/feature/25/53/42/index.html

Workforce Management Online, May 2008
Do-It-Yourself E-Learning

User-friendly content authoring tools and seamless integration allow small
in-house training departments to develop their own e-learning courses in a
matter of days.

Flexible learning environments

http://community.flexiblelearning.net.au/ProfessionalDevelopment/content/article_6878.htm

FAQs about Flexible Learning

Flexible learning can be viewed as an incentive to reflect on teaching and
learning environments, and develop new ways to engage with students.
Flexible learning is not a goal in itself; the goal is to improve the
learning experience and the learning outcomes. Flexible learning is a
method by which educational goals can be achieved. This means that the
decision to implement particular flexible learning strategies should be
informed by educational values and goals and by specific educational
contexts

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http://www.elearninglearning.com/create/journal/learning-environment/

This page offers a good selection of articles on flexible or personal
learning environments in corporate and educational settings.

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http://www.chainleader.com/article/CA6629891.html?industryid=47556

Franchisees Benefit from Learning 2.0 at Zaxby’s
Chain Leader, 1/15/2009 8:54:00 AM

The fast-casual restaurant chain uses a variety of training methods to
create a more flexible, collaborative learning environment.

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http://members.optusnet.com.au/rlubensky/2006/12/present-and-future-of-personal-learning.html

The present and future of Personal Learning Environments (PLE)

PLEs are effectively controlled by the individual, thus decoupled from
institutional portals like university Virtual Learning Environments (VLE)
or workplace Learning Management Systems (LMS) for which the design goals
are in response to institutional requirements.

The primary goal of a PLE for an individual is to bring all the disparate
artefacts of interest for learning under a single operating roof. The
presumption is that there are many artefacts, organising them is
time-consuming and it’s easy to forget about or lose them. PLEs are meant
to simplify managing these artefacts, creating meaning through aggregation,
linking and metadata tagging (eg comments, keywords).

A PLE integrates with the digital services to which the individual
currently subscribes. These could be the university VLE, the workplace LMS
or a collection of so-called Web 2.0 services like social bookmarking or
photo sharing.

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http://www.drsavi.com/category/e-learning/

Archive for the ‘e-learning’ Category

(VISUALS There are several interesting articles here with an excellent
illustration of how corporate e-learning is structured to include the
latest tools and methods.)

Virtual worlds

http://www.virtualworldsnews.com/2008/12/elearning-and-sales-with-tandem-learnings-virtual-territory.html

December 12, 2008
eLearning and Sales with Tandem Learning’s Virtual Territory

Tandem Learning is bringing its experience in eLearning solutions to
virtual worlds. With Virtual Territory, Tandem is working to combine
virtual worlds with traditional simulation for sales training. The company
isn’t providing a single product, but rather a program for development and
customization.

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http://www.tandem-learning.com/

Virtual Territory™

Virtual Territory™ is an immersive learning environment that provides
engaging opportunities for authentic practice with measurable results,
thereby accelerating employee learning from knowledge acquisition to
application.

Virtual Territory™ combines virtual world technologies with simulation
and competitive features to create an experiential learning environment for
sales representatives.

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http://www.hrmagazine.co.uk/news/864791/E-learning-Virtual-worlds—Virtually-speaking/

E-learning: Virtual worlds – Virtually speaking
Peter Crush, 01 December 2008

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http://www.forterrainc.com/

http://www.forterrainc.com/index.php/resources/screens-a-video

Forterra Systems Inc.

Our flagship product, OLIVE™ (On-Line Interactive Virtual Environment)
is an open, distributed client-server platform for building private,
realistic virtual worlds. The architecture scales from single user
applications up to thousands of concurrent users.

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http://www.mixedrealities.com/?p=666

Integrating e-learning standards in virtual worlds

More specifically about learning applications, in a military context, here
is a video about an update by Forterra which enables embedding SCORM
compliant e-Learning in-world. Content can be accessed by participants
directly or assigned by instructors as well as attached to objects for
contextualised learning.
(VISUALS This presentation includes a 7 minute YouTube video demo of a
military learning environment.)

Games and Simulations

http://en.wikipedia.org/wiki/Category:Business_simulation_games

Business simulation games are games that simulate a real-world,
historical, or hypothetical economy or business.
(There are links to 136 business simulation games)

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http://money.cnn.com/news/newsfeeds/articles/marketwire/0475844.htm

IBM “Serious Game” Provides Training to Tackle Global Business Challenges
February 19, 2009: 02:24 PM ET

IBM (NYSE: IBM) today announced INNOV8 v.2, a new version of its “serious
game” that helps students and professionals hone their business and
technology skills in a compelling, familiar video game format.

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http://www-01.ibm.com/software/solutions/soa/innov8.html

What is INNOV8?

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http://marketplace-simulation.com/

Marketplace is a family of business simulations for undergraduate,
graduate and executive level business courses. Used by over 300 business
schools and 180 corporations in 35 countries worldwide, Marketplace
delivers a realistic hands-on learning experience.

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http://www.brandon-hall.com/publications/learninggames/learninggames-cases.shtml

http://www.brandon-hall.com/publications/learninggames/gamescases-TOC.pdf

How 16 Organizations Are Using Games for Employee Training

Featured in this report are case studies about the following learning
games implementations:

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Accenture and BTS: The “Enterprise Senior Manager Business Simulation
Game”
brandonhallawards.com/08/752-GAMES-Accenture.doc

http://www.bts.com/

Acton Foundation and Fusion Learning Systems: “MBA Sales Game”

http://www.enspire.com/about/fusionlearning

AOL and Noggin Labs: “AOL 101”

http://www.nogginlabs.com/

http://www.nogginlabs.com/instructional-genome/

Bank of America: “ATM: Fix, Maintain, or Meltdown Game”

http://www.brandon-hall.com/publications/learninggames/gamescases-TOC.pdf

Canadian Standards Association and DISTIL Interactive: “Quality at Work
Games”

http://www.distilinteractive.com/

Cisco: The “Binary Game”

https://cisco.hosted.jivesoftware.com/docs/DOC-2608

The Games Arcade…Have fun while you learn!
(VISUALS About a dozen games)

Giant Campus and ClickTeam: “Cybercamps”

http://www.clickteam.com/eng/index.php

John Jay College of Criminal Justice and Kognito: “Meeting Officer
Roberts”

http://kognito.com/website/#/home/

Miller Brewing Company and Web Courseworks: “Tips for Taps”

http://www.webcourseworks.com/

Philips Healthcare and Harbinger Knowledge: “Clinical Challenges”

http://www.harbingerknowledge.com/

RPG Group: “e-Induction”

http://www.cnkonline.com/devlearn/imgs/Game_Based_Learning_V1.0.pdf

Sara Lee and Enspire: “Finance Challenge”

http://www.enspire.com/

Sun Microsystems: The Shadow Specters Learning Games

https://learning.sun.com/sls/staff/display/NEWHIRE/Play

Ufi/learndirect and Caspian Learning: “3-D Learning-Based Virtual
Workplace”

http://www.caspianlearning.co.uk/

U.S. Army and Will Interactive: “Outside the Wire”

http://www.willinteractive.com/

Volvo Car UK and Caspian Learning: “Knowledge Drive” 94

http://www.caspianlearning.co.uk/

http://www.elearninglearning.com/simulations/training/

A collection of articles on corporate e-learning simulations and games

The Changing World of Corporate E-Learning Systems

http://mediaproducts.gartner.com/reprints/sumtotal/157864.html

Magic Quadrant for Corporate Learning Systems
30 June 2008
Gartner RAS Core Research Note G00157864

Demand for corporate learning systems remains steady. Buyers should look
for analytical features and engaging content, as meaningful metrics and
quality courseware are crucial to improving people’s performance.
(VISUALS This report presents the Magic Quadrant and explains how the
companies were evaluated for the placement they received.)

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http://incsub.org/soulsoup/?page_id=771

What is SoulSoup?

Blog about E-Learning, Usability, Knowledge Management, Blog & Virtual
Communities, Learning & New Media design and any other knee jerk reaction.
A place to consolidate my wanton thoughts.

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http://incsub.org/soulsoup/?p=474

My 7 guidelines for effective corporate e Learning

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http://incsub.org/soulsoup/

Comics on Infinite Canvas : New possibilities for Learning Content Design

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http://www.brandon-hall.com/publications/publications.shtml

Brandon Hall Research
Offers research reports and Online KnowledgeBases on e-learning

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http://www.bersin.com/Lib/Rs/Details.aspx?docid=10338214&id=

“Learning Leaders 2008,” at the Website www.bersin.com/llreport2008.

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http://business.baylor.edu/JAMES_MOSHINSKIE/ELITE/eLITE%201%20-%20Motivate.doc

How To Keep E-Learners from E-scaping

ABSTRACT – Most major corporate universities are actively implementing
some type of e-learning project. However, many of them are quickly
discovering that surprisingly high attrition rates are occurring. Motorola
University, one of the first major corporate universities to establish an
extensive online curriculum, found that a significant gap existed between
employees that had registered for online courses compared to their actual
completion. Reports such as these have led corporate universities to
rethink their e-learning strategies and revisit the timeless question of
how to motivate learners to take a course, learn the material, and then
transfer that knowledge back to the worksite.

The ELITE Think Tank, a group of corporate trainers, performance
improvement and employee marketing specialists that meet weekly to discuss
e-learning, recently examined motivation as it applies to e-learners.
Their discussions led to this white paper. It examines what is motivation
to learn and motivation to transfer, how these activities relate to
e-learners specifically, and how e-learning instructional design teams can
implement some motivational techniques before, during, and after on-line
courses.

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