10 eLearning buzzwords you need to know!

top-10In this post we’ve put together short descriptions of the top 10 buzzwords in eLearning at the moment: Tin Can, Social Learning, Gamification, mLearning, Tablet learning, Rapid eLearning, Microlearning, Personalization, Blended learning, and Lifelong learning.

Tin Can

The Tin Can API is a brand new learning technology specification that opens up an entire world of experiences (online and offline). This API captures the activities that happen as part of learning experiences. A wide range of systems can now securely communicate with a simple vocabulary that captures this stream of activities. Previous specifications were difficult and had limitations whereas the Tin Can API is simple and flexible, and lifts many of the older restrictions. Mobile learning, simulations, virtual worlds, serious games, real-world activities, experiential learning, social learning, offline learning, and collaborative learning are just some of the things that can now be recognized and communicated well with the Tin Can API. What’s more, the Tin Can API is community-driven, and free to implement.  (TinCanAPI.com)

For more on Tin Can check our previous posts listed on this page.

Social Learning

Social learning is learning that takes place through social interaction between peers and it may or may not lead to a change in attitudes and/or behavior. More specifically, to be considered social learning, a process must: (1) demonstrate that a change in understanding has taken place in the individuals involved; (2) demonstrate that this change goes beyond the individual and becomes situated within wider social units or communities of practice; and (3) occur through social interactions and processes between actors within a social network (Reed et al., 2010).

For more on Social Learning check our previous posts on-topic listed on this page.

Gamification

Karl Kapp, author of The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, defines it as the use of game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems. He says it’s much more than just adding ‘rewards, points, and badges’ to processes to motivate people – it’s the instructional method and not just the delivery system that provides the elements for learning in a game situation i.e. we must ask what ‘pieces’ in games makes them engaging such as interactivity, content, story.

Gamification for Learning – Interview with Karl Kapp http://www.youtube.com/watch?v=__Y1m8XF77k Continue reading

Designing learning for millennials

millennials“Millennials” is the corporate training buzzword we’ve been hearing a lot lately. According to PwC, by 2016, 80 percent of the workforce will be made up of millennials – the generation of people born between 1981 and 1999. As with any major culture shift, some companies are a little nervous, and understandably so – trainers know it could be significant but aren’t quite sure what to do about it.

What are some characteristics of workplace Millennials? Millennials rely more on email and social platforms rather than the phone and face-to-face communications to get work done. They also often like to use multiple mediums, for example switching between text, email or phone for a single topic as well.1 They are incredibly comfortable with technology, but let’s not forget that many industries employ older generations that have become just as comfortable with it. In fact, millennials are not unlike other audiences that training professionals have strived to engage.

So, how are millennial learners different?

According to a Pew Research study, they are motivated self-learners that can be self-directed employees. “Millennials seek transparency and real time feedback in their work environment. They have been accustomed to using innovative technologies for learning in their studies from K-12 to University education. It is a natural progression for them to use similar technologies for training in their work environments.”2

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5 things beyond open source eFront

We recently put together a list of the coolest features (and the all-important ‘6th element’) in commercial editions of eFront. From specialized reports to TinCan which offers the freedom to learn through more engaging ways, here we list the features that stand out the most:

1. REPORTS GENERATOR

There is no end to the need for specialized reports! And although it isn’t feasible to create a report for each and every individual, eFront Enterprise offers a flexible way around this by allowing users to design their own!

2. SKILL-GAP TESTS

Before even taking a course skill-gap tests can be used to determine which courses users should take. Skill-gap tests spot the gaps in user knowledge and map them with courses especially designed to fill those gaps. Skill-gap tests are an advanced functionality usually found in expensive talent management software – but they come as a standard in eFront Educational and eFront Enterprise. Continue reading

Setting up full-text search inside eFront

search_inside_pdfWith version 3.6.12 users of the eFront Enterprise Edition have a very powerful tool in their hands – a Xapian-based file indexer that allows for searching through files’ contents.

However, setting up the file indexer to work is a little tricky. In this short guide we present the steps needed to enable Xapian on a Centos-6.3 machine. Similar steps can be taken for other Linux flavors. Unfortunately windows are not supported for the time being.

In the following we assume that an eFront instance is already up and running on the server. In addition, all commands should be run with root privileges. Continue reading