In recent decades there have been impressive advances in our understanding of how people learn. Two of the most notable innovations to have emerged, elaboration theory and simulation gaming vastly improved the effectiveness of training...
5 ways to liven up your corporate trainingBankersLab
Do you want to get the most out of your corporate training budget? How can you make sure employees are learning, engaged, and that the information sticks so they can improve performance? To start, here are 5 simple and effective ways to liven up your corporate training...
Gamification of e-learning involves adding game elements to corporate training programs to improve learning outcomes. By 2015, 50% of organizations will gamify aspects of their business and 40% of Global 1000 companies will use gamification as their primary training mechanism. Gamification reduces stress, actively engages learners, increases motivation, allows for better learning reinforcement, and appeals to natural human instincts. When implemented effectively for corporate training programs, gamification can result in better learning and higher productivity.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
The document discusses various design models and patterns that can be used to create effective elearning experiences. It begins by comparing design models to software design patterns, which provide reusable solutions to common problems. The document then outlines three main categories of learning objectives - to inform, build knowledge/skills, and solve complex problems/change behaviors. It proposes different models suitable for each category, such as information models for informing, knowledge and skill builders for building abilities, and change campaigns for altering behaviors. Throughout, it provides examples and descriptions of specific patterns that can be implemented within each model.
From personal learning and gamification to adaptive learning and Artificial Intelligence, we've broken these down, to give you a better idea of what each of these trends will mean for you.
A brief history of eLearning as seen through the lens of my own personal experience. A look at current trends we're seeing that influence how we design and deliver online learning programs. Presented at ATD Tech Knowledge, January 14, 2016.
5 ways to liven up your corporate trainingBankersLab
Do you want to get the most out of your corporate training budget? How can you make sure employees are learning, engaged, and that the information sticks so they can improve performance? To start, here are 5 simple and effective ways to liven up your corporate training...
Gamification of e-learning involves adding game elements to corporate training programs to improve learning outcomes. By 2015, 50% of organizations will gamify aspects of their business and 40% of Global 1000 companies will use gamification as their primary training mechanism. Gamification reduces stress, actively engages learners, increases motivation, allows for better learning reinforcement, and appeals to natural human instincts. When implemented effectively for corporate training programs, gamification can result in better learning and higher productivity.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
The document discusses various design models and patterns that can be used to create effective elearning experiences. It begins by comparing design models to software design patterns, which provide reusable solutions to common problems. The document then outlines three main categories of learning objectives - to inform, build knowledge/skills, and solve complex problems/change behaviors. It proposes different models suitable for each category, such as information models for informing, knowledge and skill builders for building abilities, and change campaigns for altering behaviors. Throughout, it provides examples and descriptions of specific patterns that can be implemented within each model.
From personal learning and gamification to adaptive learning and Artificial Intelligence, we've broken these down, to give you a better idea of what each of these trends will mean for you.
A brief history of eLearning as seen through the lens of my own personal experience. A look at current trends we're seeing that influence how we design and deliver online learning programs. Presented at ATD Tech Knowledge, January 14, 2016.
The Accidental Instructional Designer #ASTD2014Cammy Bean
Did you get into the field of eLearning and Instructional Design by accident? You're not alone! Check out some ideas and strategies for putting more intention in your practice.
eLearning and the Future through Fact or FishyKarl Kapp
This document discusses the use of games and gamification in learning. It provides examples of how companies have successfully used games and gamification to engage employees in training. Research shows that games can be more effective than lectures at promoting different types of learning and retention. Effective elements of gamification include challenges, stories, avatars, feedback and allowing learners to fail. The document advocates using stories, characters, and interactivity to engage learners rather than relying on lectures or bulleted lists. It presents evidence that games can influence real-world behaviors in a positive way.
1. Enhance knowledge about E-learning and M-Learning.
2. Getting acquainted with different forms of E-Learning methods and its use from Human Resources perspective.
3. Introduction to innovative applications that can be used to enhance organizational learning process.
This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."
Corporations are constantly challenged to find ways to keep learners engaged. Methods such as social learning, portal, and mobile learning have been implemented with success; however, gaming has remained elusive. Often, a gaming initiative can fall victim to the constraints of time and budget, while other organizations struggle to determine how to best harness the power of gaming in their learning strategy. The question remains: Is it possible to produce corporate gaming that engages the learner without breaking the bank?
Join Sheri Weppel, Director of eLearning Development and Training for GP Strategies, in this 20-Minute Webinar to discuss how to bring game-based learning into your enterprise today. Specifically, she will consider:
- What are the challenges and direction related to game-based learning?
- What are the elements of gaming that captivate the learner?
- What support is required to ensure a successful knowledge transfer?
- How can gaming be achieved in a responsible time and budget allocation?
A quick history of my experience of eLearning and a look at current industry trends. Presentation for CUNA (Credit Union National Association) on October 27, 2015.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Pre-school activity always focuses on the child’s development when the child’s age is in between 3 to 5. Pre-schooling is essential for the child’s psychological and physical development. Pre-school activity can be the key to increased learning capacity. It will help a child to stay prepared for the school. This opportunity for growth not only prepares children for kindergarten, but also allows them to develop socially and emotionally which is important for building a productive career in the time to come.
This material gives you the secret sauce for creating a pitch video to submit to any hackathon + CodeTheCurve hackathon that closes its application process on April 15th.
Thank you for participating in this online safety coaching module. Please be sure to apply the new media literacy skills and strategies for cyberbullying prevention discussed today to keep your children safe online.
This document discusses how to engage 21st century learners through creativity and different types of thinking. It explores divergent, convergent, and perceptual thinking and how projects focusing on these areas can enhance student engagement and literacy. Specifically, two projects are discussed that aimed to involve different thinking strategies - a global citizenship project and a maker culture project. The document emphasizes giving students ownership over their learning, making tasks real and fun, developing trust, and getting feedback to support creative thinking.
The document provides an overview of training development based on the ADDIE model. It discusses analyzing training needs, designing objectives and content, developing materials using strategies like elaboration theory and organizing techniques, implementing the training, and evaluating the results. Specific topics covered include how people learn, developing outlines and lessons, selecting media, and quality assurance techniques.
ADDIE model in training - Manu Melwin Joymanumelwin
The ADDIE model is a framework that lists generic processes that training developers use.
It represents a guideline for building effective training and performance support tools in five phases.
Effective Employee Training in a Multi-Generational WorkforceBizLibrary
The document summarizes a presentation about generational differences in the workplace and best practices for training. It discusses four generations currently in the workforce (Traditionalists, Baby Boomers, Gen X, and Gen Y) and how their influences, learning styles, and expectations impact training. It provides tips for training design and delivery, including classroom training, coaching, mentoring, feedback, and stretch assignments. The presenters were Chris Osborn and Jessica Batz from BizLibrary who provided resources on managing a multigenerational workforce.
This document discusses the principles and design of training. It outlines key aspects of effective training such as structure, relevance, compatibility, and transferability. The goals of training are to bridge performance gaps and ensure proper results by providing the required skills. An effective training design includes the title, objectives, course outline, learning methodology, timeline, and evaluation method. Training benefits both the institution and trainees by providing direction, focus, increased motivation and efficiency. The success of training is evaluated to determine if participants acquired the needed knowledge and skills.
SIEGER TRAINING INDIA, Asia`s leading and innovative Industry specific training company, committed to enabling the creation of success cultures within organizations. Sieger is an Accredited training partner for ASDC (Automotive Skills Development Council), the first sector skill council, promoted by Auto industry, approved by the Government of INDIA and funded by NSDC (National Skill Development Corporation) and Ministry of Heavy Industry. Sieger with certified trainers in all major cities in INDIA & other Asian Countries, catering to the IT, ITes, Banking, Automobiles, Manufacturing, Aviation, Paint, FMCG, Logistics, Pharma and other major verticles, offers various Process & Performance improved workshops, Outbound training and technical workshops customized to employee growth, organizational development and refinement of our client organizations.
The document discusses effective training design for adult learners. It outlines conditions for adult learning, including that adults need to understand why they are learning something, learn best through hands-on experience, and see the immediate value of what they are learning. The document then presents three training module designs that incorporate these principles, with each module including a rationale, objectives, activities, and evaluation components. Design #1 on video story forms is proposed as an example that asks learners to assess an poorly designed video and provide feedback.
A sample of ADDIE model Documentation of System Development in EducationMarc Johndery
The document describes the design of a Student E-Data Management System for Tawau Community College. It includes:
1. An analysis of the problems with the current manual student data and discipline recording system, including slow production of reports.
2. Design elements like a data dictionary, context diagram, data flow diagram, and graphical user interface mockups.
3. Plans for the development using Microsoft Access and Visual Studio with VB.NET, and Crystal Reports for reporting.
4. The implementation will import existing student data from an online system into the new management system.
5. Formative evaluations will be conducted during development to gather user feedback and improve the system.
The Accidental Instructional Designer #ASTD2014Cammy Bean
Did you get into the field of eLearning and Instructional Design by accident? You're not alone! Check out some ideas and strategies for putting more intention in your practice.
eLearning and the Future through Fact or FishyKarl Kapp
This document discusses the use of games and gamification in learning. It provides examples of how companies have successfully used games and gamification to engage employees in training. Research shows that games can be more effective than lectures at promoting different types of learning and retention. Effective elements of gamification include challenges, stories, avatars, feedback and allowing learners to fail. The document advocates using stories, characters, and interactivity to engage learners rather than relying on lectures or bulleted lists. It presents evidence that games can influence real-world behaviors in a positive way.
1. Enhance knowledge about E-learning and M-Learning.
2. Getting acquainted with different forms of E-Learning methods and its use from Human Resources perspective.
3. Introduction to innovative applications that can be used to enhance organizational learning process.
This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."
Corporations are constantly challenged to find ways to keep learners engaged. Methods such as social learning, portal, and mobile learning have been implemented with success; however, gaming has remained elusive. Often, a gaming initiative can fall victim to the constraints of time and budget, while other organizations struggle to determine how to best harness the power of gaming in their learning strategy. The question remains: Is it possible to produce corporate gaming that engages the learner without breaking the bank?
Join Sheri Weppel, Director of eLearning Development and Training for GP Strategies, in this 20-Minute Webinar to discuss how to bring game-based learning into your enterprise today. Specifically, she will consider:
- What are the challenges and direction related to game-based learning?
- What are the elements of gaming that captivate the learner?
- What support is required to ensure a successful knowledge transfer?
- How can gaming be achieved in a responsible time and budget allocation?
A quick history of my experience of eLearning and a look at current industry trends. Presentation for CUNA (Credit Union National Association) on October 27, 2015.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Pre-school activity always focuses on the child’s development when the child’s age is in between 3 to 5. Pre-schooling is essential for the child’s psychological and physical development. Pre-school activity can be the key to increased learning capacity. It will help a child to stay prepared for the school. This opportunity for growth not only prepares children for kindergarten, but also allows them to develop socially and emotionally which is important for building a productive career in the time to come.
This material gives you the secret sauce for creating a pitch video to submit to any hackathon + CodeTheCurve hackathon that closes its application process on April 15th.
Thank you for participating in this online safety coaching module. Please be sure to apply the new media literacy skills and strategies for cyberbullying prevention discussed today to keep your children safe online.
This document discusses how to engage 21st century learners through creativity and different types of thinking. It explores divergent, convergent, and perceptual thinking and how projects focusing on these areas can enhance student engagement and literacy. Specifically, two projects are discussed that aimed to involve different thinking strategies - a global citizenship project and a maker culture project. The document emphasizes giving students ownership over their learning, making tasks real and fun, developing trust, and getting feedback to support creative thinking.
The document provides an overview of training development based on the ADDIE model. It discusses analyzing training needs, designing objectives and content, developing materials using strategies like elaboration theory and organizing techniques, implementing the training, and evaluating the results. Specific topics covered include how people learn, developing outlines and lessons, selecting media, and quality assurance techniques.
ADDIE model in training - Manu Melwin Joymanumelwin
The ADDIE model is a framework that lists generic processes that training developers use.
It represents a guideline for building effective training and performance support tools in five phases.
Effective Employee Training in a Multi-Generational WorkforceBizLibrary
The document summarizes a presentation about generational differences in the workplace and best practices for training. It discusses four generations currently in the workforce (Traditionalists, Baby Boomers, Gen X, and Gen Y) and how their influences, learning styles, and expectations impact training. It provides tips for training design and delivery, including classroom training, coaching, mentoring, feedback, and stretch assignments. The presenters were Chris Osborn and Jessica Batz from BizLibrary who provided resources on managing a multigenerational workforce.
This document discusses the principles and design of training. It outlines key aspects of effective training such as structure, relevance, compatibility, and transferability. The goals of training are to bridge performance gaps and ensure proper results by providing the required skills. An effective training design includes the title, objectives, course outline, learning methodology, timeline, and evaluation method. Training benefits both the institution and trainees by providing direction, focus, increased motivation and efficiency. The success of training is evaluated to determine if participants acquired the needed knowledge and skills.
SIEGER TRAINING INDIA, Asia`s leading and innovative Industry specific training company, committed to enabling the creation of success cultures within organizations. Sieger is an Accredited training partner for ASDC (Automotive Skills Development Council), the first sector skill council, promoted by Auto industry, approved by the Government of INDIA and funded by NSDC (National Skill Development Corporation) and Ministry of Heavy Industry. Sieger with certified trainers in all major cities in INDIA & other Asian Countries, catering to the IT, ITes, Banking, Automobiles, Manufacturing, Aviation, Paint, FMCG, Logistics, Pharma and other major verticles, offers various Process & Performance improved workshops, Outbound training and technical workshops customized to employee growth, organizational development and refinement of our client organizations.
The document discusses effective training design for adult learners. It outlines conditions for adult learning, including that adults need to understand why they are learning something, learn best through hands-on experience, and see the immediate value of what they are learning. The document then presents three training module designs that incorporate these principles, with each module including a rationale, objectives, activities, and evaluation components. Design #1 on video story forms is proposed as an example that asks learners to assess an poorly designed video and provide feedback.
A sample of ADDIE model Documentation of System Development in EducationMarc Johndery
The document describes the design of a Student E-Data Management System for Tawau Community College. It includes:
1. An analysis of the problems with the current manual student data and discipline recording system, including slow production of reports.
2. Design elements like a data dictionary, context diagram, data flow diagram, and graphical user interface mockups.
3. Plans for the development using Microsoft Access and Visual Studio with VB.NET, and Crystal Reports for reporting.
4. The implementation will import existing student data from an online system into the new management system.
5. Formative evaluations will be conducted during development to gather user feedback and improve the system.
The ADDIE model is a 5-phase instructional design model used for developing training programs: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The Analysis phase identifies learning needs and goals. The Design phase develops learning objectives and assessments. The Development phase creates instructional materials. The Implementation phase delivers the training. The Evaluation phase provides formative feedback and summative assessment of the training program. The ADDIE model provides a systematic process for designing effective training to meet identified learning needs.
The document outlines the key elements of designing an effective training program, including preplanning, implementation, and evaluation stages. It discusses important considerations like setting objectives, selecting appropriate training methods, and addressing constraints. Additionally, it identifies various factors that influence the transfer of training, such as practice conditions, individual differences, and motivation of trainees.
The document discusses factors to consider when designing a training program, including:
1) Identifying the purpose, energy systems required, and fitness components involved based on the goal.
2) Testing to identify weaknesses and assess ability to achieve the goal.
3) Selecting appropriate training methods and organizing sessions, considering overall training plan and principles like specificity and overload.
4) Structuring the training over time using periodization with microcycles, mesocycles, and a macrocycle to peak for goals and competitions.
Training design refers to factors built into training programs to increase transfer of training. These include identifying training needs, setting objectives, organizing training, evaluating outcomes, and considering trainees' learning styles and the training climate. An effective training program is designed based on needs, is flexible, prepares trainees mentally, and is supported by management and a system of evaluation to appraise outcomes and improve future training.
The ADDIE model is a framework for developing training programs. It consists of 5 phases: Analysis, Design, Development, Implementation, and Evaluation.
In the Analysis phase, training needs are identified by assessing organizational, job, and individual needs. The Design phase involves developing learning objectives, content, and evaluation criteria. During Development, materials and media are created. Implementation is when the training is delivered using various facilities, trainers, and schedules. Evaluation assesses the effectiveness of the training on different levels like learning, behavior change, and business results.
Xerox Case Study - Gamification in training and development - Manu Melwin Joymanumelwin
Xerox is using gamification examples with a social game mechanic for management training. Xerox’s management training program embraced gamification to better engage trainees and to combat high turnover.
Sexual games are played to exploit or fight off sexual impulses. These are all perversions of the sexual instincts in which the satisfaction is displaced from the sexual act to the crucial transactions which constitute the payoff of the game.
Current FinTech Trends in Retail LendingBankersLab
FinTech is gathering pace, with close to a whopping $40 billion in global investment to date - yet keeping up with the changing landscape can prove tough. To keep you ‘in the know’ we’ve produced a handy resource that provides a topline overview of the sector, key industry developments, a selection of must read articles, and tips on how to get involved!
How to Design Great Training: Begin with the End in MindSharon Bowman
Sharon Bowman, author. How to Design Great Training: Begin with the End in Mind. For trainers, teachers, instructors, learning facilitators, and educators.
Corporate training isn’t always a cure-all for every company problem. Learn the myths and facts behind improving workplace performance with corporate training.
Infosys is an Indian global technology company headquartered in Bangalore with 145,088 employees from 85 countries. Its vision is to be a globally respected corporation providing best-in-class business solutions through technology and people. Infosys provides various services across industries like aerospace, banking, manufacturing, and more. It has extensive training programs for employees conducted at its world's largest training center in Mysore, with the goal of developing skills to best serve clients.
The document outlines the process of training design, which includes determining the format of training delivery, setting objectives and goals, developing content and instructional activities, preparing a written training plan, evaluating participants, and following up after training. It describes 8 steps to designing a training program: 1) defining purpose and audience, 2) determining needs, 3) setting goals and objectives, 4) outlining content, 5) developing activities, 6) preparing the design, 7) evaluating participants, and 8) following up. The training design process ensures training results in improved job performance.
This document outlines 9 common sense learning principles that are often overlooked in modern education and training programs. The principles are derived from memorable learning experiences as children and adults as well as sage advice. They include using stories, games, exploration and experimentation, visuals, coaches, peer learning, and focusing on the most important concepts rather than trying to cover everything. Implementing these time-tested principles can make learning more engaging, meaningful and relevant.
Our approach to blended learning, the Chrysalis Way.
Learning effectiveness, social learning, curated content, great learning content, games based learning.
first report - Technologies for LearningMaHannaGrace
Simulations allow students to practice skills in realistic contexts with feedback. They can be computer-based or involve role-playing interactions. Simulations immerse participants in problem situations to help students apply lessons to real life. Simulators represent physical systems to allow safe practice of skills like CPR. Learning centers promote small group work around specific tasks. Programmed instruction uses printed or online materials for self-paced learning, while programmed tutoring provides one-on-one instruction and feedback. Programmed teaching applies these principles in a large group setting with smaller breakouts.
DevLearn Notes - Ashley's four days at the DevLearn Conference! Ashley Porter
This document summarizes notes from a three-day e-learning conference called DevLearn. The conference included keynote speakers, certification courses, and small group courses on topics like applying brain science to learning, the X-API standard, designing effective learning experiences, and more. The notes highlight takeaways like using stories and scenarios to provide context for learning, engaging learners in practicing skills, and creating a collaborative environment where learners can become contributors.
The document discusses adult learning, including defining adult learning, characteristics of adult learners, principles for teaching adults, differences between children and adults as learners, barriers to learning, and learning styles. Specifically, it defines adult learning as formal, non-formal, and informal learning activities undertaken by adults after initial education. It identifies characteristics such as adults needing to know why they are learning, learning through doing, and wanting to use life experiences. Principles for teaching adults include motivating learners, informing learners in their preferred style, monitoring learners, and engaging learners through experience.
Experience the Discovery Learning Approach – Paradigm LearningParadigm Learning
Discovery learning is a powerful instructional approach that guides and motivates learners to explore information and concepts, embrace new knowledge, and apply new behaviors back on the job. Using this methodology, organizations can educate their employees quickly and with higher levels of retention than traditional training methods.
5 steps for using experiential learning with power of playlindageo
Experiential learning is an effective method for team development that involves concrete experiences, observation and reflection, forming abstract concepts, and testing new situations. Kolb's experiential learning cycle is a popular model. Introducing play can enhance experiential learning by making it more enjoyable and helping participants drop their work facades. A skillful facilitator couples experiential learning with play by engaging participants in multiple ways, speaking little, encouraging positive behavior, and guiding reflection rather than monologuing.
The document discusses various activity-based teaching strategies that can be used in health education, including cooperative learning, simulations, problem-based learning, and self-learning modules. Cooperative learning involves structuring small groups to work together towards shared learning goals. Simulations are controlled representations of reality that allow students to learn without risk. Problem-based learning confronts students with real-life problems to identify information needs. Self-learning modules are self-contained study packages for individual use. Research shows that activity-based strategies increase achievement and improve attitudes compared to traditional methods.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley compared to Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy can be more punitive and seen as a personal tragedy. This difference in culture influences the level of risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
The document discusses various teaching methods and techniques including interactive learning, simulations, games, workshops/seminars, multimedia instruction, problem solving, and film showing. Interactive learning involves hands-on activities and group work to engage students. Simulations use role-playing and mock scenarios to represent real-world situations. Games promote collaboration and problem-solving while delivering an interactive learning experience. Workshops emphasize student-led learning with teacher facilitation. Multimedia instruction combines words and pictures to help students learn more deeply. Problem solving applies the scientific method to find information. Film showing brings realism into the classroom and can provoke discussion.
Applied Improvisation is the non-theatrically use of improvisation skills and is being taught in blue-chip companies and in more than half of the top business schools around the world.
We help companies stay sharp and agile by developing the right set of skills of their people.
Contact us at corina@improvizatie.ro for more info.
Game sense is an approach to modifying sports and games to encourage equal participation and decision making for all students. It involves modifying rules, players, space, and equipment to create an inclusive environment. Students learn techniques and skills through minor game strategies that develop tactical understanding. A game sense approach emphasizes constructive learning as students learn through playing rather than instruction. It aims to develop thinking in students and allow them to actively participate at their ability level.
The document discusses cooperative learning structures and activities that can be used when instructing students. It describes the Jigsaw technique, where students are assigned material in sections and form "expert groups" to learn their section before returning to teach their home group. Think-Pair-Share is also covered, where students individually think, discuss in pairs, and share with the group. Developing group guidelines and learning names are presented as ways to build community. The benefits of cooperative learning for developing social and teamwork skills are outlined.
How to Plan a OBE Lesson incorporating ICT to support aspects of Learning & Thinking
In the Classroom by Ceanlia Vermeulen attending the
INNOVATE 2008 SCHOOLS’ ICT CONFERENCE
CAPE TOWN 1-3 OCTOBER 2008
- This document is a final report for a semester project completed by 5 students for an Industrial Design bachelor's program.
- The project aimed to create an immersive game that blends physical and digital elements to teach skills like collaboration and stakeholder thinking to players aged 14-18.
- After many iterations, the students developed Empyria, a strategic fantasy board game for 3-6 players where they take on roles of stakeholders in a fictional world and must solve crises through debate and strategy.
Recent techniques and methods of teaching part - trapBeulahJayarani
It discuss about Recent techniques and methods of teaching -"PART - TRAP". It also discuss about what is education, teaching, innovation and types of recent trends in teaching learning method. It also explains about expansion of PART AND TRAP. Benefits and conclusion too.
The document introduces Mind Lab, an innovative educational methodology that uses strategy games to develop thinking abilities and life skills. It invites the reader to implement Mind Lab in their school. Mind Lab has been used in thousands of schools worldwide to improve cognitive, emotional, and social skills through engaging game-based learning and showing real-life applications. Research shows the Mind Lab method significantly improves test scores and thinking abilities.
Business Simulation Games for Secondary SchoolHFX Training
Early exposure to even the basics of business principlescan boost leadership, accountability, & decision-making skills. Business Simulations provide a competitive & fun introduction into the world of business for young learners. Keep reading to learn about five characteristics of simulation-based learning that are especially apt for appealing to secondary school students
Budgeting as a Control Tool in Government Accounting in Nigeria
Being a Paper Presented at the Nigerian Maritime Administration and Safety Agency (NIMASA) Budget Office Staff at Sojourner Hotel, GRA, Ikeja Lagos on Saturday 8th June, 2024.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
“Amidst Tempered Optimism” Main economic trends in May 2024 based on the results of the New Monthly Enterprises Survey, #NRES
On 12 June 2024 the Institute for Economic Research and Policy Consulting (IER) held an online event “Economic Trends from a Business Perspective (May 2024)”.
During the event, the results of the 25-th monthly survey of business executives “Ukrainian Business during the war”, which was conducted in May 2024, were presented.
The field stage of the 25-th wave lasted from May 20 to May 31, 2024. In May, 532 companies were surveyed.
The enterprise managers compared the work results in May 2024 with April, assessed the indicators at the time of the survey (May 2024), and gave forecasts for the next two, three, or six months, depending on the question. In certain issues (where indicated), the work results were compared with the pre-war period (before February 24, 2022).
✅ More survey results in the presentation.
✅ Video presentation: https://youtu.be/4ZvsSKd1MzE
Monthly Market Risk Update: June 2024 [SlideShare]Commonwealth
Markets rallied in May, with all three major U.S. equity indices up for the month, said Sam Millette, director of fixed income, in his latest Market Risk Update.
For more market updates, subscribe to The Independent Market Observer at https://blog.commonwealth.com/independent-market-observer.
13 Jun 24 ILC Retirement Income Summit - slides.pptxILC- UK
ILC's Retirement Income Summit was hosted by M&G and supported by Canada Life. The event brought together key policymakers, influencers and experts to help identify policy priorities for the next Government and ensure more of us have access to a decent income in retirement.
Contributors included:
Jo Blanden, Professor in Economics, University of Surrey
Clive Bolton, CEO, Life Insurance M&G Plc
Jim Boyd, CEO, Equity Release Council
Molly Broome, Economist, Resolution Foundation
Nida Broughton, Co-Director of Economic Policy, Behavioural Insights Team
Jonathan Cribb, Associate Director and Head of Retirement, Savings, and Ageing, Institute for Fiscal Studies
Joanna Elson CBE, Chief Executive Officer, Independent Age
Tom Evans, Managing Director of Retirement, Canada Life
Steve Groves, Chair, Key Retirement Group
Tish Hanifan, Founder and Joint Chair of the Society of Later life Advisers
Sue Lewis, ILC Trustee
Siobhan Lough, Senior Consultant, Hymans Robertson
Mick McAteer, Co-Director, The Financial Inclusion Centre
Stuart McDonald MBE, Head of Longevity and Democratic Insights, LCP
Anusha Mittal, Managing Director, Individual Life and Pensions, M&G Life
Shelley Morris, Senior Project Manager, Living Pension, Living Wage Foundation
Sarah O'Grady, Journalist
Will Sherlock, Head of External Relations, M&G Plc
Daniela Silcock, Head of Policy Research, Pensions Policy Institute
David Sinclair, Chief Executive, ILC
Jordi Skilbeck, Senior Policy Advisor, Pensions and Lifetime Savings Association
Rt Hon Sir Stephen Timms, former Chair, Work & Pensions Committee
Nigel Waterson, ILC Trustee
Jackie Wells, Strategy and Policy Consultant, ILC Strategic Advisory Board
KYC Compliance: A Cornerstone of Global Crypto Regulatory FrameworksAny kyc Account
This presentation explores the pivotal role of KYC compliance in shaping and enforcing global regulations within the dynamic landscape of cryptocurrencies. Dive into the intricate connection between KYC practices and the evolving legal frameworks governing the crypto industry.
Madhya Pradesh, the "Heart of India," boasts a rich tapestry of culture and heritage, from ancient dynasties to modern developments. Explore its land records, historical landmarks, and vibrant traditions. From agricultural expanses to urban growth, Madhya Pradesh offers a unique blend of the ancient and modern.
Discover the Future of Dogecoin with Our Comprehensive Guidance36 Crypto
Learn in-depth about Dogecoin's trajectory and stay informed with 36crypto's essential and up-to-date information about the crypto space.
Our presentation delves into Dogecoin's potential future, exploring whether it's destined to skyrocket to the moon or face a downward spiral. In addition, it highlights invaluable insights. Don't miss out on this opportunity to enhance your crypto understanding!
https://36crypto.com/the-future-of-dogecoin-how-high-can-this-cryptocurrency-reach/
An accounting information system (AIS) refers to tools and systems designed for the collection and display of accounting information so accountants and executives can make informed decisions.
A toxic combination of 15 years of low growth, and four decades of high inequality, has left Britain poorer and falling behind its peers. Productivity growth is weak and public investment is low, while wages today are no higher than they were before the financial crisis. Britain needs a new economic strategy to lift itself out of stagnation.
Scotland is in many ways a microcosm of this challenge. It has become a hub for creative industries, is home to several world-class universities and a thriving community of businesses – strengths that need to be harness and leveraged. But it also has high levels of deprivation, with homelessness reaching a record high and nearly half a million people living in very deep poverty last year. Scotland won’t be truly thriving unless it finds ways to ensure that all its inhabitants benefit from growth and investment. This is the central challenge facing policy makers both in Holyrood and Westminster.
What should a new national economic strategy for Scotland include? What would the pursuit of stronger economic growth mean for local, national and UK-wide policy makers? How will economic change affect the jobs we do, the places we live and the businesses we work for? And what are the prospects for cities like Glasgow, and nations like Scotland, in rising to these challenges?
Every business, big or small, deals with outgoing payments. Whether it’s to suppliers for inventory, to employees for salaries, or to vendors for services rendered, keeping track of these expenses is crucial. This is where payment vouchers come in – the unsung heroes of the accounting world.
5. People learn most effectively when concepts
are introduced in an increasing
order of complexity.
Elaboration Theory
6. “The primary goal of
[Elaboration Theory]
is to help select and sequence
content in a way that will
optimize attainment
of learning goals...”
- Charles Reigeluth, Instructional Psychologist
8. Simulation Gaming
is the process of
learning or problem
solving through
role plays, games
& other learning
episodes.
Simulation Gaming
9. While these concepts are well known and often widely
used by professional educators, the corporate world now
has more opportunity to utilize these concepts.
11. Let’s explore some of the characteristics that
distinguish adult learners and what teaching
methods have proven to be most effective...
12. • “How can I use this new
information?”
• “Can I apply what I learn
here to my daily tasks?”
• “Will this material improve
my job performance?”
• “How can this contribute
to my advancement?”
Adult Learners
13. It has also been
observed that adults
are more likely to
work for intrinsic
goals (such as self-
development and
the pursuit of
knowledge for its
own sake) than for
external rewards,
such as grades or
pay raises.
Intrinsic goals
14. Most importantly,
teachers of adult
learners need to keep
in mind that their
students are, in fact,
autonomous adults.
15. An experienced guide knows the trail, but is aware of
alternate routes to reach the same destination
16. Trainers that are most likely to
succeed are those that create an
atmosphere in which their adult students
are fully respected as fellow
professionals and given a platform from
which they can confidently voice their
opinion.
17. Highly engaged employees
are 38% more likely to have
above-average productivity.
(Source: Workplace Research Foundation)
18. Working in teams
tends to be
very helpful to
facilitating the
learning process.
Working in teams
19. We are collaborative by nature; ever
since our prehistoric ancestors learned
they could snare bigger game by
hunting in packs, collaboration has
been a key to our success.
Collaboration
20. In groups people
can bounce ideas
off one another,
which leads
to deeper
understanding
& enhanced
problem-solving.
Groups
21. There are also numerous
traits that bind learners,
regardless of age
or environment...
Binding learners
22. • people want to be accepted
• forge relationships
• have their contributions valued
• and to enjoy the learning process
Learning Traits
23. Making a presentation lively
and engaging through
simulations, Gamification
and competitive games is
powerful technique that
can be used with any group
of learners.
Engagement
24. Conversely, simply engaging in
simulations without explanation and
discussion can be equally ineffective.
This is especially true as concepts
become more technical, interwoven
and complex.
Discussion
25. A learning design that’s heavy on simulation may go
wrong: the game may be fun, but learning may take
place only in the first ten minutes or so. After that,
the participants are motivated only by competition
and/or out of pure enjoyment of the game.
Motivation
26. In essence, simulation gaming is
effective because it provides a
narrative, a context in which to
evaluate action. It also provides
feedback, a safe environment in
which to ‘fail’ and levels of skill that
can be quantified and gained.
Simulation Gaming
27. Gamification
‘GAMIFICATION’ is defined as
training that utilizes, ‘…game-
based mechanics, aesthetics
and game thinking to engage
people, motivate action,
promote learning, and solve
problems.’
28. This is where
ELABORATION THEORY
and other proven learning design
methodologies can combine with
the latest technology to provide the
best possible outcomes.
29. This presentation is based on
Corporate Training Revolutionized
by Michelle Katics,
BankersLab® Co-Founder & CEO
Visit our website for more articles...
www.BankersLab.com