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Everyone at Designing Digitally, Inc. is excited about the Virtual Worlds Best Practices in Education Conference that starts today! Virtual Worlds Best Practices in Education is a global community event which focuses on education in immersive virtual environments. This virtual conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice. Special Thanks to Kevin Feenan of Rockcliffe University Consortium, and the team at AVACON for spearheading this event! Educators will be sharing the achievements and challenges that they face in developing within virtual worlds. Whether you are a career educator, interested in new developments in education or looking for great ideas to apply to your own areas of work, this is a conference Designing Digitally, Inc. suggests you check out! The conference dates are July 24-27 and it is held across multiple virtual worlds (Second Life, OpenSim, and Cloud Party). If you have a passion for virtual worlds, check out this free conference at: http://www.vwbpe.org/ You can also view the schedule here: http://www.vwbpe.org/conference/vwbpe-2013-schedule/ We hope to see you there!
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:38pm</span>
We are happy to announce that the team at Designing Digitally, Inc. has been selected for the 2013 TrainingIndustry.com Content Development Companies Watch List. "This year’s Watch List includes a combination of growing and mature companies, each providing an innovative blend of solutions to their clientele," said Ken Taylor, Chief Operating Officer, TrainingIndustry.com. "These companies are not only increasing their presence within the training and development space, many are advancing the way that content development is delivered." "The 2013 Content Development Watch List represents a tier of companies focused on expanding their reach and continuously improving their offerings within the corporate training market," said Doug Harward, Chief Executive Officer, TrainingIndustry.com. "With an impressive selection of initial clients and a range of training solutions, many of these companies are poised for steady growth in the training industry." On behalf of everyone at Designing Digitally, Inc., we thank Trainingindustry.com for acknowledging all of our hard work and innovation. We look forward to enhancing our clients’ learning experiences during 2013 and for years to come. You may view the 2013 Content Development Companies Watch List by clicking here!
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:38pm</span>
So, what does it take to create a successful E-Learning project? What are the different types/levels of E-learning and how long does it typically take to create each one? Who is involved in developing successful E-Learning? These are some of the questions Designing Digitally, Inc. is asked on a regular basis by potential clients. Since the team at Designing Digitally, Inc. loves colorful pictures we thought it would be a good idea to provide you a fun infographic to answer those questions! Below is a visual representation of what it takes to create high quality E-Learning that will provide you with a positive return on your investment. We hope this helps answer the age old question, "What does it really take to create a successful E-Learning project?".
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:38pm</span>
"SMEs (Subject Matter Experts) need not apply," said no Instructional Designer ever. We’ve all had a "not so fantastic" experience working with an SME, but as we can tell you at Designing Digitally, Inc. our Instructional Designers value what an SME has to offer. Whether the SME comprehends why they are valuable is another issue, but the bigger problems lie in establishing these critical resources and their importance to project stakeholders. Given an investment in having a vendor develop an educational product there may be the expectation from the client that the vendor has expertise on hand to develop the content to be learned. Whereas the vendor will want to work with a company associated expert on the topic to ensure it meets the learner’s needs and the company’s goals. So does the Instructional Designer need to be an SME? In some respects all Instructional Designers have the potential to be an SME and an SME to multiple subjects. A key characteristic of talented Instructional Designers is resourcefulness: learning about the subject matter and formulating ideas and questions prior to speaking with an SME to confirm and solidify content. Sometimes an Instructional Designer is not afforded an SME so they research and familiarize themselves with the subject, any relevant key terms, and current or common topics or issues. There is always a possibility that an Instructional Designer can function as an SME. Perhaps we have an Instructional Designer that has worked many years in the health insurance industry creating training for compliance topics. Given the factual nature of the subject matter, there may be no need to for an additional company-facing resource to assist in confirming the accuracy of the information presented. This also creates a monetary benefit, as having an Instructional Designer that functions as an SME reduces the time from research to analysis, analysis to design, and design to development. It also minimizes the risk of differences in expectations and information shared. This aspect alone can be compounded by communication disconnects and perceptions of job roles. The limitation to this position is the inability to always comprehend the learner’s perspective based on the organization’s culture and vision. Perhaps Company X embraces a more collaborative, peer-sharing styled environment whereas Company Y has honed a more competitive workplace. How would handling and managing compliance look to a learner from each of these companies? How much value does each company place on compliance? Our Instructional Designer is only an expert on the subject matter, not on the company. This is why an SME can lend additional value to the project. SMEs not only comprehend the subject matter, but they also understand the manner in which their organization finds it significant. If the Instructional Designer is not an expert in the content and the product to be developed is for new learners, the Instructional Designer can identify with the unfamiliarity of the subject. However, holding this position is better when working with an SME. This way the Instructional Designer will leverage the novice perspective to ask targeted questions about the subject so they can design the content and learning activities to build the knowledge of the new learner. That is not to say that the SME is completely out of touch with the learner, but given their advanced comprehension of the topic, SMEs tend to over share information that is "nice to know" rather than "need to know," or they provide very broad brushstrokes to the subject matter leaving the learner with a lot of questions to fill in the gaps. The Instructional Designer re-packages this expert input so that the content speaks directly to the targeted audience. An Instructional Designer’s skills help them to recognize how to set up content and bring a learner down through the material for effective knowledge transference. Now it probably does not seem like we’re strongly selling that an SME is really warranted given how talented Instructional Designers can morph themselves quite readily to a company’s learning need. However, we can tell you from experience that Instructional Designers like to focus on creating an engaging, effective, entertaining, and educational product for their client’s learners. If Instructional Designers are asked to function as the SME, this fragments their ability to concentrate on where they truly have expertise. This does not mean that the quality of the product is minimized, but the time and effort for an Instructional Designer to remain comprehensive and neutral on the subject matter can impact the analysis and design of the project. A coupling of the Instructional Designer and SME has several benefits. It can aid in determining the best methods for engaging the learners as the SME will be more familiar with the motivations of the learning audience, while the Instructional Designer will know of strategies that will target those specific reasons. The SME can guide and confirm the accuracy of the content. SMEs can share common situations that a learner may encounter or best practices about the subject, and may even have thoughts about activities that might be useful for teaching and assessing learners. An SME and an Instructional Designer pairing really balances and complements the training initiative by providing an opportunity for both parties to share and collaborate on the subject matter.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:37pm</span>
While we try really hard to avoid clichés stemming from pop culture in our blog content, we also owe it to our readers AND our customers to stay on top of developing trends that could affect our work in regards to the content and design aesthetics of the E-Learning programs and software we produce. Much of our work is based on the idea that each proceeding generation is getting more comfortable with technology and expects to interface with it for learning and training purposes. Much like books were the de rigueur technology for learning for centuries, the Internet, personal computers, and tablets and smartphones have become increasingly invaluable for learning. It’s therefore important for us to pay attention to what is being said culturally about these subjects so that we can be prepared for the future. "Millennials," sometimes referred to as Generation Y, are the next big thing happening in the workforce, and, coincidentally, are extremely comfortable with technology both for work and for recreation. Video games for hand-held devices, notepads and laptops in the classroom, expansive social media on the Internet, texting and calling 24/7 on cell phones…the millennial generation has grown up with these innovations and EXPECTS to utilize them in most aspects of their lives. This dovetails nicely with our stated mission of customer satisfaction with E-Learning development - Millennials want to learn and get trained using serious games and mobile learning applications because they have grown up with such "toys" already! An interesting online article we came across recently from Learning Solutions Magazine by Elisabeth Arellano discusses training strategies that can work for millennial employees, and their first two strategies mentioned are...you guessed it - Mobile Learning and Gamification. Music to our ears! Here we are developing these very training tools and the next generation of workers is already expecting to use them. It’s like we planned this or something. While the verdict is still out as to whether most millennial workers will have the character strengths and weaknesses observed of some of their generation, the case has already been dismissed in regards to their comfort and agility when it comes to using technology - Millennials "get it" and want it. Since some estimates foresee as much as 80% of the workforce being comprised of Millennials within the next ten years or so, smart business leaders who want to tap into this fresh labor force should start planning right now on how to leverage E-Learning development to their advantage for the future. Designing Digitally, Inc. is here to help you do just that. Check-out this informative Wikipedia entry on Generation Y and Millennials - plenty of information to process and understand on their demographics and potentials. Thanks for reading.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:37pm</span>
Online education is abuzz with a hot new trend. More than a million users worldwide have been flocking to enroll in massive open online courses, or MOOCs. Time magazine has described the trend as the beginning of the "Ivy League for the Masses," while others view MOOCs as the latest victim of media hype. Either way, one thing's for certain -- MOOCs have made an impression. Here at Designing Digitally, Inc., we've been fielding quite a few inquiries about this trend. While we don't design MOOCs, we thought it would be helpful to offer a brief primer on what they are, who uses them, and where to find more information about them. The ABCs of MOOCs Online study certainly is not a new phenomena in education. Up until now, colleges and universities have offered online courses only to enrolled, tuition-paying students. A MOOC, on the other hand, is a college-level course offered online by top universities free of charge to anyone who is interested. It combines traditional instructional methods of lectures, assignments, exams, and assessments with interactive elements such as discussion forums, blogs, and social media. In 2011, Stanford University was one of the first institutions to open up online study to a wider audience with its first MOOC, "Introduction to Artificial Intelligence." When enrollment quickly hit 160,000 , the university introduced two more MOOCs, each of which attracted more than 100,000 participants. The Stanford professors who created these initial MOOCs have since formed ventures in partnership with some of the country's most prestigious universities to offer courses across a wide range of subjects -- everything from science and mathematics to computers and technology to music, art, and film. And interest continues to mount here and abroad. The New York Times recently reported that two of the leading ventures -- Coursera and edX -- have added international universities. Even as MOOCs continue to proliferate, there have been growing pains. Critics point to the low-completion rate among enrollees, the chaotic nature of the social networking elements, limited or no access to the instructor, and the challenges of assessing large numbers of enrollees. MOOCs in Business For the most part, MOOCs are still considered online college-level classes with instructors controlling the flow of the course. The format has not yet caught on in the corporate self-paced learning arena. But MOOC News and Reviews, an online publication dedicated to the emerging MOOC, recently reported some potential applications of the MOOC format in training, recruitment, and product promotion. Google recently launched Mapping with Google, a self-paced online course taught by Google Maps product managers to promote the use of Google mapping tools and Google Earth. And German business software developer SAP is offering a MOOC in its proprietary programming software. Where can I find MOOCs? Are MOOCs the "next big thing" or a passing fad, only time will tell. If nothing else, the concept has sparked a great deal of interest in the industry. If you'd like more information about MOOCs and available courses of study, check out the following resources: Academic Earth Caltech’s ‘Learning From Data’ Course Canvas Class2Go - Stanford Coursera edX Futurelearn iversity MRUniversity NovoEd OpenHPI OpenLearning Open2Study OpenUpEd P2PU 10gen Education Udacity Udemy UoPeople
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:36pm</span>
FRANKLIN, OH--(Marketwired - Sep 10, 2013) - Designing Digitally, Inc., a full-service interactive E-Learning development company, has been selected by elearningindustry.com as one of the Top 10 eLearning Content Development Companies of 2013. The CEO of elearningindustry.com, Christopher Pappas, announced the list on August 29th 2013, with the intention of educating the industry on the top companies. Christopher stated on the website, "The Top 10 eLearning content development companies were selected based on the following 5 criteria: eLearning Content Development Quality. eLearning Expertise, eLearning Industry Innovation, Quality of Clients, and eLearning Company Growth Potential." Regarding the nomination, President Andrew Hughes of Designing Digitally, Inc. said, "We are honored to be selected for the Top 10 eLearning Content Development Companies, and on behalf of everyone at Designing Digitally, Inc., we thank Christopher and the entire team at elearningindustry.com for recognizing the dedication and effort we put forth for our clients. Designing Digitally, Inc. will continue to push the envelope in the e-learning realm for years to come and will ensure we continue to educate, engage, and entertain." You can view the entire Top 10 eLearning Content Development Companies list here. About Designing Digitally, Inc.: Designing Digitally, Inc. is a full-service E-Learning development firm and serious game developer. Located in Franklin, Ohio, Designing Digitally, Inc. has developed a number of serious games and simulations, virtual worlds, and E-Learning solutions for companies around the country and the globe. Designing Digitally, Inc.'s overall goal is to add value to the clients that they serve by creating engaging, educational, and entertaining learning solutions.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:36pm</span>
How Millennial Workers Can Help Your Business & How You Can Empower Them to Do So It’s our unofficial Millennials Month here at Designing Digitally, Inc. and we’re trumpeting the cause of celebrating these younger workers who are pouring into the workforce with zest, ideals, ideas and motivation. While there has been a lot of funny and irreverent content produced about millennial workers in the past few years (we found this rather hilarious satire on Millennials in the workplace on YouTube, the truth is that Millennials could not be emerging into the workplace at a better time in history. Of course, many social historians and their ilk will say that our past history is what has caused Millennials to emerge in the first place - technological innovation giving way to technologically savvy workers - but we want to just skip over the whole which-came-first, chicken-or-egg argument and get down to the basics on WHY millennial workers are good for your business and HOW you can help them to be even better. For the record, Millennials are men, women and children who were born from the early years of the 1980s through the early years of the 2000s. This means that the millennial generation or Generation Y features individuals who are approximately 10 to 30 years old currently. Before them came Generation X, and before them came the Baby Boomers. Each "generation" or micro-generation has its own unique set of strengths and weaknesses and personality traits that can be loosely applied to the whole generation, although such generalizations are not hard and fast and don’t apply to everyone born within that time frame. Millennials are often characterized as being less ambitious than their predecessors, more prone to isolation and introversion, and are also suspected of being less idealistic and participatory in making societal change happen. Some would say that the easy access to news 24/7, increased global awareness - particularly of the failures of governments to solve serious problems, and the difficulties with job growth in developed 1st World countries, have caused the millennial generation to be jaded and less optimistic and expectant of a better world. This remains to be seen, as most Millennials have yet to come to their full power as adults. But Millennials also have some intrinsic advantages to every other generation currently working on the planet - namely, their comfort and expertise in working with technology. To set the stage for this idea, keep in mind that there are workers right now who entered the labor force before there was an Internet, PCs, cellular phones or other forms of mobile technology. Because of the "learning curve" involved with technology, and the cost to incorporate technologic innovation across the board in companies, some workers will just never get comfortable using the Internet, computers and mobile technology. They are "old-fashioned" and like it that way. Or rather, they were fashioned by the old. But for Millennials, such technology has always been there! These men and women will be the ones who, like Prometheus bringing fire to mortals, will bring increasing innovation and new business applications to the workplace that will greatly increase efficiencies and improve business’ bottom line time and again. How can smart executives and company owners leverage the technologic capabilities, intrinsic understanding and capacity of Millennials to use technology? One of the simplest and most efficient ways to begin this process is by inculcating E-Learning into training regimes within companies. Today’s new workers can be trained faster and more efficiently thanks to 3D training simulations, serious games and even mobile learning . Think of it - new employees who arrive for their first day of work and have already downloaded training documents onto their laptops or notebooks and completed lengthy HR forms. Imagine it - fresh workers who have accessed company E-Learning programs and practiced manufacturing protocols and processes using serious games. Do it - incorporate 3D training scenarios for workers who must execute complicated security practices in order to move about freely within complexes. Millennial workers are here to stay. Empowering them with the tools they understand and the content you wish them to learn can only result in faster training times and quicker, more accurate work earlier in their careers. This will result in happier, more adjusted employees and smoother work operations for everyone involved. And that’s JUST the beginning of your relationship with your new millennial employees! For more information on this new generation workforce see http://www.designingdigitally.com  
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:35pm</span>
Mobile Learning & Serious Games Continue to Grow Technology reporting website VentureBeat’s Gamesbeat division published a story recently we just couldn’t help but blog about - the advance of serious games - which they like to call "educational games" - due to the boom in mobile applications and mobile usage. This of course makes complete sense to us - teenagers and young adults have had a love affair with the telephone since the 1950s and conspicuous consumption began. Combine that passionate pursuit with smart phones, the Internet and wireless technology, and the gaming world and you’ve got a match made in heaven. Reporting on a research article Gamesbeat came across from Ambient Insight - a market research firm for global learning technology suppliers - the reporting from Gamesbeat features some fascinating and exciting statistics for educators, players and even companies & corporations who are interested in empowering their workers with the latest and most effective training and education strategies. Some of the facts disclosed in the article include: Game-based learning will grow from $1.5 billion in 2012 to $2.3 billion in 2017 The simulation-based learning market, including corporate training games , is expected to grow even more - from $2.3 billion in 2012 to $6.6 billion in 2017. Of the 31 game-based learning companies that raised funding in 2012 and were part of the reporting, 23 were mobile - and 21 targeted consumers. According to Sam Adkins, chief research officer at Ambient Insight, much of this "revolution" in mobile-based game learning or serious games is due to Nintendo’s introduction of their game-based learning game in 2005, Brain Age:Train Your Brain in Minutes a Day. The rest, as they say, is history, or will be. As Adkins explains it, "Nintendo re-energized this market with products for older adults and now that trend has moved into mobile games and apps…. Mobile educational games are now outselling PC educational games," he said. "And the entrepreneurs are incredibly passionate about what they are doing. What we find interesting is the interest among investors in mobile." With the ease of access with mobile applications on smart phones and the convenience of using these applications "in the field" as well as in the classroom, we can certainly understand why investors are turning to mobile. Designing Digitally, Inc. is charting a similar course, pursuing mobile learning development and serious games development full-force for education and training initiatives for the future workforce. It’s always nice when you find your peers moving in the same direction as you are, don’t you think? To read the entire article on mobile learning and serious games from VentureBeat, please follow this link.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:34pm</span>
You’ll have to forgive us for the pun in the headline of this post, but it’s an exciting time in the world of serious games and we love to see E-Learning going global, or at least going commercial, per se. Playing games as a learning/training tool is becoming a big trend today in education & training and particularly in hands-on education - the kind of activity that many corporate trainers and HR pros find themselves relying on more and more to level their playing fields (another pun!) when it comes to consistency and time management. With game-based training and serious games, students and workers of all types can learn and practice valuable skills and they can do it in a non-threatening environment where they get the opportunity to DO something, not just take notes. The playful, self-competitive aspect of gaming engages them while at the same time helps to reinforce lessons and protocols they’ll need in real-word scenarios on-the-job. This type of serious games offers safe practice time for job skills and also enables the trainer to accurately asses how far along the "student" has come in skills development. This is of course not the only form a serious game can take. Some serious games are being used for marketing and promotions, while others are being used for more entertaining, "playful" purposes. Below, we present several serious games we’ve come upon lately in the marketplace that really illustrate how diverse serious games can be. The Lost Bee is a fun kids’ eBook application, story book and science class all in one that helps teach about honey bees with games that replicate the jobs that honey bees do. Environmental messages in the book about pesticide use and pollinator-friendly farming methods are also included. Sweet! Eye Shakespeare is a downloadable app that helps visitors to the classic Bard’s home in Stratford-Upon-Avon have a more enjoyable tour of Shakespeare’s homes and grounds, and even works in seven different languages. Verily! Fashion Eye is a social game app where players pick a style theme and then receive questions about the best fashion choices regarding that style. Real designers can advertise their merchandise on the app as a way of informing style-conscience consumers about their products. Fabulous! Bounce Back is a physical, actual card game (remember those?) developed by Psychology Today that we predict will make it to the Internet or become a digital app eventually. In this game, players must address real-word scenarios that cause stress and anxiety and come up with solutions for each scenario. Scoring is determined by the number of skills & attitudes based upon resilience that players use to solve the problems. No counseling couch needed! A patient management, 3D simulation game for surgeons is helping to hone diagnostic and management skills for surgical residents using Second Life™. By managing virtual patients, fledgling surgeons get the opportunity to learn to improve surgical outcomes for their patients by dealing with the whole patient, not just their physical surgery. Talk about improved bedside manner! Though none of the examples of serious games above tackle the corporate, military and industrial clients Designing Digitally, Inc. normally caters to, they’re all examples of imaginative programming and design, and we salute their ingenuity. We’re always ready to think outside of the box for such games for our clients too, should you have such a need.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:32pm</span>
Designing Digitally, Inc. is happy to announce our attendance at the Devlearn Conference & Expo 2013 - to be held this year in beautifully sunny Las Vegas, October 23-25! You’ll find us in Booth #309!   We are excited to have the privilege of sharing examples of customized learning games and simulations with you, including some of our 2013 work AND our Recycle Roundup game using Leap Motion Technology!   Visit Booth 309 to play for your chance to win a $100 Amazon.com gift card at the following times:   Wednesday, October 23 12:30 - 1:00pm (during lunch) 2:30 - 2:45pm (during dessert & beverage break) 5:15 - 6:00pm (during Welcome Reception) Thursday, October 24 10:15-10:30am (during beverage break) 11:30 - 12:15pm (during lunch) 2:30-2:45pm (during dessert and beverage break)   We’re also very excited that this year our President, Andrew Hughes, will be speaking on Thursday, October 24, 2013 1:15 PM - 2:15 PM on Gamification vs. Game-based Learning. This is a session you won't want to miss! This session will focus on clarifying the differences between gamification and game-based training along with examples of each.   Check out the information below to be sure you’re ready: Download the DevLearn 13 app here! Review the schedule for DEVLEARN13 Follow us on Twitter and follow hashtag #DEVLEARN for conference news and updates! Like us on Facebook for updates on who is in the lead in our Recycle Roundup Leap Motion Game!   If you are not able to attend the DevLearn 2013 conference in Las Vegas, we invite you to visit our website to see some of our latest and greatest work!
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:29pm</span>
E-Learning allows your company to train employees in the most efficient manner, enabling them to have the most current and necessary information to perform their jobs well. Creating an E-Learning training module that is not only engaging but also effective is one of the most important aspects to staff training. While it may seem easy to come up with a training packet, there are various questions that should be asked and steps that must be taken in order to ensure you are providing employees with all the necessary information. E-Learning has reshaped the way companies and businesses operate, as it allows them to create a system that is accessible 24/7. Gone are the days of scheduling a training meeting once a month or year; E-Learning promotes continuous learning and the opportunity for employees to revisit the information as often as they need. Many of us struggle with retaining all the necessary information upon first lesson, which is why E-Learning is so innovative and such a wonderful concept for employee training exercises. Whether you have someone just looking for a refresher on a particular module or an employee who would like to build upon what they learned, E-Learning modules gives them constant access. The key to successful E-Learning is to know your learners. You simply cannot develop a working online training module if you do not know and understand your learners' background or style of learning. By taking the time to educate yourself on who your employees or learners are and how they best respond to the various training methods, you are setting yourself up for success. This will also promote an environment where employees stay engaged and comprehend all the necessary information, instead of just having information thrown at them in a less appealing manner. Questions to Ask Learners   How familiar are your employees with online learning? Dependent upon various factors, your employees may have never participated in an E-Learning training. It is important to be aware of all levels of familiarity before developing a training module. How much time will each training module take? It is a good idea to ask your employees how long they think each module will take them to complete; this will give you a better idea if you need to break one module into two, etc. Do your employees speak different languages? If your employees are bi- or multilingual you may need to include various examples and content that will ensure they have all the necessary information to gain an in-depth understanding of the subject matter. How and where will your employees complete the module? This includes what devices or technologies they will be using, when they have access to said devices, and if they will be sitting at a computer to complete the training or doing it on-the-go. This may dictate your content and help you decide whether or not you are going with a more involved model or straightforward questionnaire. It is imperative for you to customize your training module to your learners and employees in order to ensure they are getting the most out of it. Keep in mind that not everyone learns the same and not everyone comes from the same background. Providing employees with well-planned and developed training modules will help them to be better employees and retain all the critical information you are giving them. For more information on how to create an effective learning experience contact Designing Digitally, Inc. today!  
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:28pm</span>
On those rare days when we’re in between development projects with clients and not sprucing-up our new office HQ, we like to surf the Web and see what’s happening out there in the wider world regarding our industry. It’s definitely an exciting time in the realm of serious games - business and education experts are really starting to "get it" about the value of these tools for training and inculcating procedural protocols and best practices in many fields. The fact that we’re reaching a tipping point of sorts where "computer literate" workers outnumber those without that skillset is a very good thing. As younger workers continue to join the workforce, "digital games literacy" will become status quo as well - these employees moving forward will be the ones who will benefit greatly from the safe, controlled, consistent teaching & training inherent in serious games. Meanwhile, a cursory search of the Web found plenty of interesting material about the development and uses of serious games in different industries. Here are three we found particularly fascinating. Video Games for ADHD Students in Finland Ville Tapio runs a private psychiatry center in Helsinki, Finland and has been addressing the concern of many doctors about giving child patients drugs to control attention deficit hyperactivity disorder. Instead, Dr. Tapio is getting his patients to play video games that can actually change how their brains work, using a technique known as gamified neuroplastic therapy. The fact that the wildly popular online game, Angry Birds, originated in Helsinki may have given them some understanding of the potential with video games. As the article on MOTHERBOARD reports, "… using games to change people’s brains for health reasons is an ambitious and relatively new concept. Still, Helsinki has the scientists and the gaming companies—Angry Birds developer Rovio is just one—to give the idea a proper look. Now, researchers also have cash: Tapio's company Mental Capital Care received 790,000 euro in funding from Finnish investment board Tekes last year to test out a game designed to cure the symptoms of ADHD." A great idea is born and we wish Dr. Tapio the best of success, especially since this research could help a lot of young people who have trouble learning in conventional settings. Learn more about DR. Tapio’s work by following this link. Can Serious Games Reinvent Businesses? We found this intriguing interview with Luke Hohmann - the founder of Conteneo and creator of Knowsy® - on the Business 2 Community website. Hohmann discusses using serious games to solve business problems such as figuring ROI for investments, and how such game-playing engages teams and encourages teamwork in a way that’s never really happened before in the business world - right down to the chemical level in our brains. As Hohmann explains it to B2C, "A serious game is a game that we play to solve a business problem as opposed to any other kind of game typically played for entertainment purposes …When I play a serious game, I’m trying to solve some kind of a business problem like managing a complex sale or developing a product-marketing plan …The reason serious games are becoming so popular is because we’re learning that when people are playing games, their brain is literally in a different state. When you’re playing a game like Angry Birds, tiny amounts of dopamine are released every time you achieve the next level in the game or create a new high score. This dopamine, in turn, makes you happy and motivates you to play more - achieve the next level, reach a new high score …Our collaborative games-based approach to making these choices leaves you and your entire team feeling energized because in the game you can explore both ROI and non-ROI factors to selecting your social media investments. When you achieve the goal, you’re going to feel great about the result, because along the way the game will induce your brain to release some dopamine while you’re playing." Talk about positive reinforcement! And yes, that was the second and final reference to Angry Birds in this blog post, we promise. Read more on the interview with Mr. Hohmann on the B2C website here. Forbes Online Announces that the Future of Education Is Already Here - with Serious Games Who’d have thought that the founder of Atari, Inc. AND Chuck E. Cheese Pizza Time Theaters would also wax philosophic about the future of education incorporating technology, although one could argue that there’s a connection between Nolan Bushnell’s past work with video games and pizza hang-outs for kids with his latest endeavor - Brainrush, makers of learning games for students and teachers. Bushnell’s visionary stance is that technology tools such as laptops and notebooks in schools can help kids at all levels of learning to enjoy their lessons more fully, and that serious games have a role to play not only in content provision but in actually making the learning mind work differently. As he explains to Forbes, "The essence of what’s going on now is the adoption of brain science …It turns out that if you teach in a different way, you can get outcomes that are 10-20 times more efficient and stickier …One of the key factors is here is the adoption of brain science. Getting it involved in the curriculum is massively effective. Not by 20%, not by 50%, but by many multiples of educational efficacy," says Bushnell. "This is on a trajectory right now that is unstoppable by bureaucracy, but unions, by anything. It’s just going to happen." Bushnell also sees the rise of affordable, ubiquitous hardware for schools, easier network connectivity, and pressure on schools to once-again produce graduates with actual job skills as important factors in the equation. Read more about Nolan Bushnell and serious games for the future of education here. We hope you’ve enjoyed this quick tour around the Internet concerning serious games. Come back and visit us again - we promise to have more scintillating reading material for you to enjoy. And yes, Designing Digitally, Inc. also designs and creates custom serious games for businesses and educational institutions of all types. Contact us if you’d like to learn more.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:28pm</span>
Regardless of the industry, an efficient and effective sales team is imperative to the overall success of the company. From big corporations to small businesses, the growth and retention of clients is more dependent on sales than ever before. Today's society is centered around a seemingly "on-demand" selling environment, meaning the front line of a company, or the sales team, is all the more important to coming out on top. While the responsibilities of the sales team may differ from company to company, they all have the same goal in mind: drive revenue and increase company growth. Because sales team professionals are such an integral part of a company sinking or swimming, it is essential to have an effective training system in place. There are a handful of factors that contribute to whether or not a company is just barely staying afloat, failing, or having great success. . In addition to working to decrease expenses, it is essential to assemble an effective and well-trained sales team. Sales professionals serve as the image of a company, as they are the ones out in the public eye. There are many different philosophies when it comes to sales training methods, but it is first important to understand what sales training areas should be addressed in order to produce a cream of the crop sales team: Business skills training - this includes understanding customers' needs and financial awareness Product training - making sure your team is well-versed in new releases and newly acquired products is essential Sales methodology training - keeping your sales team in the loop with both new and old procedures Sales skills training - this covers negotiating, presenting, and questions Tools training - making sure your sales team is comfortable and familiar with the latest technologies and marketing resources is key   In addition to understanding the various types of training that should be addressed, it is a good idea to educate yourself on which topics within your training program are more important than others. It is a good idea to decide which topics you would like to place more emphasis on and which you think can just be touched on. With this, it should be noted that the companies that are the most successful are those who have a high level of understanding of all company products and services as well as impressive customer service skills. Tips for Creating Effective Sales Training Understanding what needs to be covered and why it should be taught is only a small part of leading an effective sales training seminar. How the information is relayed is perhaps the most essential piece of the puzzle, as you must keep people engaged, interested, and active in order to truly make a difference.   Other sales training tips include: Motivate and engage - because sales training content is often not the most exciting material, it is imperative to keep the sales team engaged, involved, and excited Problem solving - beyond giving a sales team the tools to be successful in selling products and bringing in new clients, you must also provide them with the skills to solve any problem that may come up during the sale as well as before and after No man left behind - one of the biggest mistakes companies make with sales training is to single out one group of people, e.g. newbies or veterans. It is important to always include all team members for any type of training; not only will this build team morale, but it will serve as a refresher for those who have been with you for awhile Up to date and relevant material - always make sure you are training your team on the most relevant and current material. This can be hard because of the ever-changing business environment, but you will not succeed if you are teaching outdated material   Keeping in mind the above tips and having an understanding of what goes into a successful sales training is imperative to the overall success and growth of your business. Because your sales team is such an integral part of your company's performance, it is important to provide them with the tools and training to represent your business to the best of their ability.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:28pm</span>
Designing Digitally, Inc. Partners with Cuyahoga Community College (Tri-C) to Develop an Interactive 3D Simulation on the Effects of Stress on the Body. Using HTML5 and 3D, Designing Digitally, Inc. will craft a unique simulated experience which guides students through the body’s reactions to stress. Designing Digitally, Inc., a full-service interactive design company, has partnered with Cuyahoga Community College (Tri-C®) in Cuyahoga County to create an interactive 3D simulation utilizing HTML5 that will allow learners to see how stress affects the body. This project will give students the opportunity to visualize and interact with the chain of reactions initiated by stress in various organs and organ systems throughout the body. Thanks to the capabilities of HTML5, the simulation is accessible to students working with iPhones, iPads, and other mobile devices. This makes the learning experience not only innovative and engaging but also convenient for users. Danielle Budzick, Director of Innovative Learning Design & Quality at Cuyahoga Community College, spearheaded this effort in collaboration with the team at Designing Digitally, Inc. Regarding the project, Danielle stated, "This project began as an opportunity to partner with our faculty to create an engaging, innovative learning object to support student success in one of our highest enrollment courses - Anatomy and Physiology." The simulation will be piloted by the subject matter experts and faculty participating in the project to understand the impact on a subset of Tri-C students. Cheryl Knight, an Instructional Designer at Cuyahoga Community College and the Tri-C Project Manager shared, "We at Tri-C are looking forward to launching the simulation and seeing the positive impact it has on the students' learning experience." Nick Taylor, Director of Development at Designing Digitally, Inc., remarked that they "...partnered to create this faculty-driven 3D simulation based on student feedback about topics in the course needing greater visual demonstration. The use of 3D gaming enables us to simulate multiple stress-related situations in real time and allows the learner the chance to experience the internal effects of stress on the body." About Designing Digitally, Inc.: Designing Digitally, Inc. is a full-service interactive design firm and serious game developer. Located in Franklin, Ohio, Designing Digitally, Inc. has developed a number of serious games and simulations, virtual worlds, and E-Learning solutions for companies around the country and the globe. Designing Digitally Inc.’s overall goal is to add value to the clients that they serve by creating engaging, educational, and entertaining learning solutions. About Cuyahoga Community College: Cuyahoga Community College provides high quality, affordable education and programs to more than 900,000 people. With four campuses and numerous other locations, Tri-C serves more than 55,000 credit and non-credit students annually in more than 1,000 credit courses in over 140 career and technical programs and liberal arts curricula. Tri-C partners with regional businesses to provide cutting-edge training and solutions to enhance workforce development in Northeast Ohio. Over 85 percent of Cuyahoga Community College graduates stay and work in Northeast Ohio.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:26pm</span>
Today's society is centered on a blend of technologies that enhance our learning capabilities in a multitude of ways. Collaborative learning and experiential stimulation are promoted through various inquiry-based learning tools, and they are helping to break down and cross barriers between learners, distance, and time. E-Learning tactics include a mixture of instructional media, guidance and coaching, task analysis, and more availability and access than ever. One of the keys to developing a successful E-Learning project is to create a learning culture that will stretch beyond the normal parameters, encouraging learners to stay involved and share what they know. A wonderful aspect to this new-wave model of learning is that there are no limitations. However, in order to be successful, it is imperative you have a plan of action and an established program. The implementation of an E-Learning project can be daunting and overwhelming, but you will have a better handle on the entire project and outcome if you make a point to educate yourself on some of the known keys to success. You undoubtedly will want to get all the kinks out and do your best to prevent major problems or hiccups down the road, which is why it is never a bad idea to strategize and take note of a handful of tips for getting started. Regardless of your type of business or industry, self-paced E-Learning projects that are engaging and effective can be difficult, but they can also be extremely rewarding and useful. Take a look at the following key points for starting up your own E-Learning project. They will help give you a bit of guidance and steer you toward success.   Keys to a Strong E-Learning Model   Know Your Goals The first step to developing a strong E-Learning project is to outline and understand your end goals. Clearly defining your goals will help you stay on track and have a more focused view as you get further into the process. As you begin to define your training needs, hire on a staff, and work to provide learners with a quality project, your beginning goals will help guide you. Determine Your Training Needs Similar to the first key, it is important that you have a clear idea of what your actual training needs are. It may be a good idea to run a thorough analysis to better determine what material to include as well as how to organize your tasks and concepts. Bring in Talent Once you have a clear vision of your goals and needs, you will need to either appoint people within your company or recruit talented outside individuals to help run the project. The people you bring on should understand your goals and be able to manage the entire project. Roles may include instructional designer, subject matter expert, video specialist, analyst, program lead, etc. Regardless of the size of your company, these roles will need to be adequately filled. Choose and Stick With a Platform Another of the keys to running a successful E-Learning project is selecting a platform. It is best to choose one and stick with it. This will keep you from getting confused down the line and better allow your learners to become comfortable with the system. Know Your Budget It is best to have a budget in place before you launch and get too deep into your project. This will give you an idea of what tools you will be able to use and how long you can afford to keep the project up and running. Quality Control It is important to maintain the overall quality of your project throughout its lifespan. This means appointing someone who thoroughly understands what quality assurance is and what your goals for the project are. This role may include creating new courses, fixing program bugs, and installing updates. A successful and strong E-Learning project can benefit your company and employees in many ways, as long as it is done correctly. Having a set of goals laid out and putting the appropriate people in charge are just two of the many important aspects that you must think of before getting started. Additionally, it is important for you to develop a program that is not only applicable to all participants, but also is respectful of different backgrounds and learning styles. E-Learning training models are an excellent way for you to utilize many of today's technologies and the above tips will help you reach your project's full potential.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:25pm</span>
Too often, employees react to mandatory training as an unwelcome obligation heaped on to an already demanding workload. But it doesn't have to be that way. Whether your company requires training on customer service standards or workplace ethics, employees can be motivated to learn when they are challenged, surprised, and, yes, entertained. To help you create training that keeps employees interested and learning, Designing Digitally, Inc. offers these six tips: Create a strong theme and an even stronger narration When creating a theme and a script for your training program, grab employees’ attention and surprise them. Incorporating pop culture references or even inside company jokes adds an unexpected twist to the material. One of the fastest ways to turn off participants is by reciting a list of tips in a dry, monotonous tone. Make the content lively and you'll be amazed at how employees react. Focus on the learner Tailor the message to the employees you want to reach. Motivate employees to want to learn by making the content relevant, compelling, and challenging. Vary the outcomes Often employees are required to repeat mandatory training every year. To keep employees interested, it's important to create dynamic content that offers different outcomes depending on the path the user chooses. Yes, this is more work for the developer. But in this way, employees repeating the course continue to have opportunities to learn rather than just review the same static material. Engage to enlighten Interactivity is a must to create interest and motivate a learner. Encourage active participation through mini-games and dynamic interactions with varying end results depending on the employee's actions. Try to avoid true/false or multiple-choice questions. These test-based, rote forms of learning are less likely to engage employees. Let form follow function Avoid focusing more on looks than content. Make sure you have a strong theme, learning objectives, and outcomes prepared before doing any graphical work. Function, then form is the best approach. In this way, you can make sure you cover what to teach first. Then you can refine how it is taught and give the training the "beauty mark" it deserves. Make it competitive and social Incorporate gamification into training modules in the form of badges, points, or bragging rights. Competition and rewards provide employees with a greater a sense of accomplishment and satisfaction when the course is completed. Finding ways to make mandatory training engaging and challenging takes some thought and effort. But the results are well worth it. With a focused theme, dynamic interactivity, and a bit of competition, mandatory training can become a more valuable, satisfying learning experience for employees. And they might even have some fun while they're at it. For assistance in making your training fun contact Designing Digitally, Inc. today!
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:25pm</span>
Designing Digitally has been creating game-based learning and training tools for years, and we’re always eager to share advances in the world of gamification with our fans. Recently, motion-sensing technology has started to make its appearance in game-based training programs, and the possibilities that these new movement-based applications have introduced are really exciting. For those of you who aren’t familiar with game-based learning (also known as gamification or Serious Games), it’s essentially a more effective method of training that incorporates interactive web training modules. When you combine game-based learning with traditional lecture-based training, it increases participant interest and makes the whole process more enjoyable. Motion-sensing technology, though, is making game-based training even more effective and engaging. You are probably already familiar with motion-sensing technology, because of its popularity in mass-market game consoles like the Nintendo Wii, Xbox 360 and Kinect. And while the technology is still in development (it is still particularly expensive to implement it in learning-based training), you will almost certainly start seeing it more often in training courses for a variety of different industries. The best thing about applying motion-sensing technology to game-based training is that it allows users to learn skills physically as well as conceptually, developing muscle-memory along the way. And if the game-based learning program is developed the right way, it can use motion sensors to make the training adapt to the specific skill sets of the user. Personalizing the training experience, as you might know, makes it much more effective for students. Motion-sensing technology can be applied to game-based learning in many different ways. For example, a device that measures eye movement can help determine whether a student is focusing on the content, and where that student is directing the most attention. Facial expressions could be measured to determine course engagement, and physical motion requirements can be inserted into training for practice and instruction. The possibilities go on and on. Designing Digitally is excited about the new possibilities that motion-detection technology adds to game-based learning, and we are keeping close tabs on the development of its many applications. Please follow us on Facebook to keep up-to-date about this exciting new technology as it takes shape in coming months.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:23pm</span>
With the high volume of new technologies coming out every day, it's no wonder why traditional methods of learning are taking a backseat. Instructional learning is a long-standing means of teaching, but it is now being teamed with "social learning" practices. Social learning is the idea that people learn better within a social context, or respond well to more interactive learning practices. This also includes the idea that people learn better through influential models that are facilitated through observational and integrative learning platforms, such as serious games, video conferences, web conferences, and distance learning opportunities. With the high level of importance that is placed on the internet today, and the fact that a majority of individuals either own or have access to computers, smartphones, and tablets, the move toward social learning is inevitable. The internet is the key tool to moving and providing information to people from all different backgrounds. Not only does it carry and convey information 24/7, but it provides a means for people to access this information whenever they need. When it comes to all different types of learning, from academic settings to the work place, the internet has changed the way information is presented. This social shift toward a more technology-based society has also contributed to a change in the way we learn and retain information. Social learning practices that are technology-based used in conjunction with traditional teaching methods provide an engaging way of delivering information and educating a targeted audience. There are a number of factors that have contributed to this shift, including the rise of social software applications and how they are used for learning. Social Software Platforms and Learning With the growing popularity of the internet and the rise in the number of internet users, it was only a matter of time before multiple social software applications and mediums would take over. Social software applications are the communication tools that enable people to interact with and convey information to one another. The examples of such tools are endless, but take a look at a handful of the most popular types: Google chat Instant messaging Text messaging Blogs Social networks (Facebook, Twitter, Instagram, Pinterest, etc) Search engines Wikis Social libraries Message boards Collaborative software (Webex, Join.me, GotoMeeting) Email Virtual Worlds   These are just a few of the ways people are now able to connect, share information, and communicate via the internet. While the initial purpose of these types of social software may have been created for one reason or another, they are now used for many different daily activities, both personal and business. It is important to note that while these forms of communicating through the internet may have different intended purposes, they are all enabling people to share information and interact whenever convenient. Additionally, software applications, platforms, and the internet itself are now playing a huge role in education and gaining knowledge overall. From being able to "google" the answer to a question the moment it comes up to helping teachers provide instruction in a more innovative and engaging way, the internet and the advancement of technology are becoming instrumental in how we learn. Online classes or distance education is becoming more and more popular, as it allows students from all over the world to partake in a class they otherwise might be unable to attend. The traditional classroom setting is certainly not going anywhere, but the use and availability of new technologies are changing the look of learning for the better.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:21pm</span>
As a serious game developer, we at Designing Digitally realize how far-reaching the gaming phenomenon has been, and how much it has permeated multiple facets of our society. Gaming-related programs have started to play a role in everything from job training to recreation to information sharing. In fact, your average consumer or employee is probably much more comfortable and experienced with game-based technology than you might realize. Although most gaming is associated with home video game consoles and entertainment, serious games are designed for training or educational reasons. Companies can use game-based learning programs to train new employees, and a wide variety of organizations use serious games to teach their workers to perform various tasks. Serious game technology can even be used for virtual tours. As more young people enter the workforce, the gamification of learning is growing by leaps and bounds, but the younger generation isn't the only age group that is leading the gaming revolution in the workplace. People well into their thirties, forties and beyond are becoming avid game-related technology users, and you might be surprised by some of the statistics on gamers and their regular habits. For instance, you might think that your typical gamer might be in his teens or twenties, but the truth is that the average age of gamers in the United States is 37. The typical gamer has also been playing for an average of 12 years, and the average age of the most frequent game purchaser is 41. In fact, the percentage of gamers over the age of 50 has steadily increased every year since 1999.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:19pm</span>
Developing an interesting and successful e-learning program is both rewarding and challenging. While there are many positive aspects to building an e-learning project, there are also difficulties associated with determining exactly how much you are saving and making. Figuring out the return on investment (ROI) of an e-learning program is integral to understanding its overall success, worth, and business impact. ROI is the most widely used method for calculating the financial impact a project has on a business. In other words, ROI is the formula used to determine whether or not an e-learning project was successful. In order to do this, there are a handful of factors you must consider. There are both tangible costs and intangible benefits associated with an e-learning project, both of which are important. Calculating the tangible costs is easy, as long as you know what type of data you should be collecting. Additionally, you must look at the hard and soft cost savings of your project in order to get the full picture regarding your ROI. Below you will find detailed information on each of the factors that go into figuring out the ROI for an e-learning project, which should help you understand the bottom line for your company. Tangible Benefits While the tangible benefits of an e-learning project may seem straightforward, you must be sure you are covering all your bases and collecting data from a handful of areas in order to accurately determine the ROI. Logistical costs, development costs, and opportunity costs are all tangible factors that must be analyzed. Logistical Costs While e-learning programs definitely cost less than conventional classes, there are still logistical costs associated with setting up an e-learning program. When determining the logistical costs it is important to look at the number of class participants, travel time for each student, required classroom materials, cost of instructor, and number of classes per year. Development Costs Development costs refer to the materials needed to teach each class and the amount spent on the instructor (only applicable if you are hiring outside of your company). It may be a good idea to compare the cost of hiring an outside instructor with training an internal employee, you may find that one fits into your budget better than the other. Opportunity Costs You will assess your opportunity costs based upon what type of e-learning program you have and who your audience is. This can be difficult, but just keep in mind that the more instructors or customer service reps you have, the more it will cost. Opportunity costs are closely related to soft-savings, as customer satisfaction is a key part. Hard and Soft Savings Beyond the tangible benefits, you must look at the intangible costs, or soft-savings. Measuring the ROI for an e-learning project can be tricky because there are certain 'soft-savings' that can be hard to determine. Soft-savings refer to the aspects of your project that are more difficult to place a monetary value on, such as increased customer satisfaction, staff reduction, shorter training time for employees, productivity improvement, and employee satisfaction. While harder to measure the ROI on, the soft-savings are what make or break an e-learning project and are therefore extremely important to consider. On the other hand, 'hard-cost savings' are easier to identify and are similar to the tangible benefits of a program. Hard-cost savings associated with e-learning projects include shorter travel distance for your employees, fewer trainers, and less work-interruption. When calculating and measuring the ROI of an e-learning program it is essential to have an open mind and look at all possible factors. From the easy to identify tangible benefits of e-learning to the soft-savings that are more difficult to place a monetary value on, you must look at it all. If you do so, you will have a much easier time understanding and measuring your ROI, which will give you a better grasp on your business as a whole.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:19pm</span>
The Scrum model has become an increasingly popular management framework in many different sectors, including e-learning. Scrum is a type of Agile software development framework designed to help manage projects and increase productivity. The effectiveness of the Scrum model for e-learning project development is its emphasis on communication and flexibility, both of which allow businesses to adjust their plans as needed. Scrum methodology is fundamentally changing the way management teams approach and view company strategies and specific projects. In the case of e-learning, Scrum methodology allows for more organization in course development, leading to faster results and an increased likelihood of information retention. Initially implemented as a "flexible, holistic product of self-organization", the Scrum model is rooted in the presence of teams that work together throughout all stages of the project. Perhaps the most important aspect of Scrum is the recognition that users can change their minds regarding what they want or need to get out of a project at any moment. This is an important development for e-learning projects, as users are oftentimes unpredictable and changes are often necessary at different stages of development even with the best plans. How it Works The Scrum process is facilitated by a Scrum Master, or someone who is accountable for overseeing the entire project but has no decision-making powers. Each day the entire Scrum development team will spend a specified amount of time discussing what they did the previous day, what they are working on today, and what challenges (if any) have arisen. Additional review, retrospective, and refinement meetings are also held, all of which play an important role in ensuring the e-learning project is progressing as effectively as possible. The Scrum team will use backlogs or other tools, such as whiteboards, sticky notes, or spreadsheets, to keep track of each aspect of the project, ensuring nothing is overlooked. The numerous meetings and organization tools are all integral to the effectiveness of the Scrum model, as they are the backbone of the project. What Scrum Accomplishes What sets Scrum apart from traditional approaches to project management is that it is set up to deal with these challenges directly so that the problem can be addressed and a resolution can be delivered as quickly as possible. In contrast to the traditional "waterfall development" strategy, Scrum allows for analysis at each and every step, and adjusts the project based on real-time findings. The waterfall approach is far less effective, as it is rigid and does not allow for flexibility. The Scrum model is a cutting-edge model because it organizes work for shorter cycles, allowing for more analysis and adjustment. Additionally, the Scrum team reports to the client instead of a manager, which intensifies collaboration and truly allows for the project to develop and adapt so it is implemented at a highly effective level. What This Means Scrum methodology allows e-learning teams to collaborate more than ever on each step of the project. Additionally, these teams are better equipped to assess the module platform and media used, determining whether or not they are effective with users. It also provides more flexibility, as the management team is closely analyzing each stage of the project and responding to emerging requirements as they pop up. This process is steeped in user/developer collaboration and encourages constant feedback, enabling the team to better meet each e-learner’s needs. The Scrum process is in place with the aim of meeting a desired goal or result. This is ideal for e-learning projects because it enables developers to create a learning path with an end goal in mind, and adjust it throughout the duration of the project.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:18pm</span>
Designing Digitally, Inc. is excited to announce that we will be exhibiting at Training Magazine's Training 2014 Conference & Expo in San Diego on February 3-5, 2014. During the conference we will be at booth 413 with our latest and greatest custom training solutions on display. If you drop by our booth, you can learn more about the magic we perform behind the scenes to bring our clients’ projects to life, get some free swag, and play our Award Winning Serious Game for Air Marshallers! This Microsoft Kinect serious game was built to teach airline employees how to help maneuver an airplane from the terminal to the runway in a fun way. Instead of just making a simulated learning experience, we used game mechanics to create an engaging yet challenging serious game that puts your learning to the test. We will be hosting the game at booth 413, and the first place winner at the end of the conference will receive a $100 Amazon gift card and bragging rights about being the fastest serious game learner on the west coast! See a preview of our Air Marshaller Serious Game Here: For more information please see the conference website at: http://www.trainingconference.com/
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:17pm</span>
The development and popularity of serious games are an indication that the face of learning is changing. Serious games are designed to serve as an experiential learning tool, reaching beyond the pure entertainment aspect of many games. One of the major benefits to serious games is their incorporation of entertainment as a means to equip learners with knowledge that can be used in real life. However, serious games are more than just an attractive, interactive means of getting people involved and raising interest levels. While the appeal of game-based learning to a broader audience is one of the most important aspects of serious games, it is not the only purpose. Designed to engage the learner, serious games are also in place to meet specific educational goals. With all of the above in mind, the assessment of a serious game also possesses interesting challenges. Assessment The emergence of game-based learning creates a whole new perspective of learning and instruction. With this comes the need for alternative, innovative ways to assess the impact of learning through serious games and technologies. Developing a successful serious game reaches beyond the game itself; it also includes having a system in place that enables you to readily assess the students' learning outcomes. Evaluating the effectiveness of a serious game will allow you to pinpoint which games work best for a given goal or objective. With this, it is helpful to have an objective in mind before the creation of a game. Outlining the learning objectives of a game will directly translate to the overall outcome and experience of the learner. If the objectives are not clearly stated, it will make the assessment of the game quite difficult. Since the overall goal of game-based learning is to provide learners with knowledge and useful skills that can be used in the real world, having a meaningful goal in place should be the first step. Having a defined objective for the game in place is one aspect, but it may also be beneficial to keep in mind the overall experience of the learner. This includes welcoming feedback, adjusting the game as needed to ensure it is both engaging and challenging, and implementing a design that is appealing to a wide range of learners. Additionally, game-based assessment may allow you to look at the actual medium itself, determining its effectiveness. Certain platforms may work better for specific situations and learning experiences, so it is helpful to take into consideration the learner experience and opinion of the game. Game-based learning encourages critical thinking and enhances learners' problem-solving skills, and this can only be properly dissected by closely analyzing and listening to the feedback of learners. Game-based learning has the capability to focus on serious topics and turn them into a stimulating learning experience, but this has to be done carefully and attentively. Having defined learning objectives in place and assessing the effectiveness of the game through feedback and real world application are integral to the game's success and the overall experience of the learner.
Andrew Hughes   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Jul 16, 2015 05:17pm</span>
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