EDITOR’S COMMENT
The 21st century alchemists
e.learning age magazine ISSN 1474 – 5127 Published by CloserStill Media
Commercial Clive Snell
clives@elearningawards.co.uk
Kate Vose
katev@elearningawards.co.uk
Tel: +44 (0)118 380 0350
Editorial Peter Williams
peterw@darkhillmedia.co.uk Melanie Williams
melaniew@darkhillmedia.co.uk
Designer Jane Denton
janedenton3@gmail.com
e-learning industry having a collective moment of madness? And therefore will we see a retreat from some of the dizziest claims as other voices – such as the business, budget holders, perhaps even learners – start to suggest the limitations that the industry isn’t seeing? A recent report by Unicorn and Amuzo – published in association with e.learning age – surveys the state of play. The report – based on commissioned research called ‘Serious Games Market Assessment’ from Bournemouth
A
University Faculty of Media and Communication – unpicks the various terms flying around: gameful design, gamification, serious games and simulation and it also issues a stern warning to the e-learning sector: games development is a specialism and any e-learning company tempted to quickly respray itself as a learning games developer may be in danger of producing less than optimal outcomes. Overall though the report concludes that there are considerable benefits to learning through games when compared to other forms of learning and training, and there is a large, fast-growing market for serious games for business applications driven by the rise of smartphones, tablets and apps. So the excitement is justified, especially as Generation Y grew up with technology and are now establishing themselves in the workplace and find it hard to imagine any other way of learning. The irony is that games can create that most serious and necessary learning quality – persistence. However, the key question still remains; can the e-learning industry be a 21st century intellectual alchemist truly combining fun with serious learning. To read the report see
http://tinyurl.com/z4bgz28
Peter Williams Editor, e.learning age
Contents
News 02 City & Guilds joins in $2.5 million seed funding action
07 The Learning Technologies Awards: New name, new categories
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CloserStill E-Learning Awards Ltd, George House, Coventry Business Park, Herald Avenue, Coventry CV5 6UB
Tel: +44 (0)118 380 0350
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Columns 10 Vaughan Waller: Scripts and storyboards 13 Fiona Leteney: buyers need convincing technology can drive employee performance
14 The analyst’s corner looks at buyers’ views of the future of learning technologies
16 Clive Shepherd; why micro learning works 33 Chalkface: team work, perking up
Features 08 Performance support can help weather the information storm
12 Firing up the learning platform as the engagement engine
18 Organisational blend: supporting social learning
APRIL 2016
24 Glaxo Smith Kline combines technology, game mechanics and experiential learning 28 Shedding light on industry chatter
Cover story 26 Play and comply
30 Marketing for better learning 31 Software as a Service learning management system LMS
33 Exploring the benefits offered by learning through games
E-Learning Awards 20 Case study: driving major cultural change at London’s transport authority
Careers 22 E-Learner: considering the bigger picture 32 Job Like Mine E-Learning Awards winner Rod Knox wants to reach 20 million
t the moment it seems that e-learning is games-based learning. Games seem to have taken over. Even topics that once may have seemed way beyond the capability of gamification – such as compliance – are now set to succumb. So is this just a recognition that games as the way of learning is the only real future for technology-enabled learning or is the ever enthusiastic
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