You can narrow down someone’s age by whether they include spaces in their file names. If they do, they’re under 40. That is a sweeping declaration, and quite possibly true. Here’s another one… Gamers are a sub-culture dominated by young men.
Mobile learning might be a great new tool in your organization’s toolkit, but how is it perceived by users? What kinds of content do they access, and how do they learn? Finally, what can we do to bring our solutions closer to these usage patterns?
Something struck me during this year’s Virtual Reality Working Out Loud Week. Billed as an event for “anyone who is working with or experimenting with virtual reality, whether that be at home, at school or at work”, this was the second time I had run it. Again I was keen for our peers in L&D and other industries to share what they are doing with this emerging technology.
In this free eBook, we give you a complete rundown of what it takes to make a success of eLearning implementation at the workplace, right from defining the strategy to evaluating the program.
I’ve previously written about the potential fail points of creating 70:20:10 solutions and, in that context, a design thinking process can be crucial in establishing what not to build, instead revealing simple and realistic elements that can be embedded in the workflow of our audience.