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Fiona Quigley
Logicearth Learning Services, Head of Learning Innovation
Fiona Quigley is head of learning innovation for Logicearth Learning Services. Fiona is an award-winning eLearning designer with over 15 years’ experience in the eLearning industry. She has held a variety of creative design and management roles across a range of sectors including, manufacturing, IT, healthcare and the financial services sector.
Latest from Fiona Quigley
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Next-Generation eLearning: Learning Quests Combine Original Content, Story, Curation, and Gamification
Most eLearning design is still stuck in the 1990s. Can’t we easily replicate the type of online or app experience that most of us now take for granted outside the workplace? And why hasn’t this happened already? It may only require some reframing of the design and development process, and that has led to this concept of a learning quest. Read about it here!
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“The Making of…”: Real Drama, Special Effects, and Interaction in eLearning Video
The rise of high-quality video in eLearning projects over the last few years has been phenomenal. While it is true that many eLearning programs now use video and sometimes original drama, these are presented in much the same way as text is—which is to say, rather flatly. Here is the story of a project that “went Hollywood” without breaking the budget.
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Seven Subject Matter Experts You Might Not Meet in Heaven, and How to Work with Each
Working with subject matter experts (SMEs) can be a challenge, as you try to extract their tacit knowledge. Each SME is different, but there are some broad categories or archetypes, and having an understanding of these will help you bring out the best in each one. Here is a catalogue of these archetypes, and suggestions for working with each of them.
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Bad Gamification Won’t Fix Bad eLearning: Seven Principles That Will
Gamification is the use of game elements to motivate people to complete tasks. According to the Gartner Hype Cycle for Education, gamification is sliding into the Trough of Disillusionment, where interest wanes as experiments and implementations fail to deliver. Why? This article connects poor gamification implementation and poor eLearning design, and it suggests what we can do about both.





