About Guild Articles
Find practical, solution-oriented information—on design, development, management, technology, and executive matters—that you can use to make well-informed business decisions to ensure your organization’s success with learning.
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Metafocus: Gesamtkunstwerk VR Games in eLearning
Virtual reality video games incorporate multiple art forms in creative new ways—everything from cinema to theater arts to fashion design and sculpture. Creators are already working on ways to include culinary and olfactory experiences. Current (yes, current) applications include eLearning and therapy. You may never think of eLearning the same way again!
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A Mobile Coach Can Help eLearning Stick
A Mobile Coach chatbot can help make eLearning stick by following up with learners, nudging them toward their goals, and quizzing their recall of material learned.
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Research Spotlight: Women in eLearning: Continuing the Conversation
The eLearning Guild’s latest white paper delivers the most recent research on women in eLearning and provides a framework for launching additional Guild-sponsored conversations on this topic during 2017. It also provides a snapshot of 2017 salary survey data that helps us better understand what we know about women in the field, and an updated assessment of “where we are now.”
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Gamification and Evidence-Based Practice
What do we know about the effectiveness of gamification? We know that it depends on the type and design of the game, the instructional goal, and the learner’s background. In a series of experiments detailed in the new fourth edition of e-Learning and the Science of Instruction, Richard Mayer has identified several factors that lead to better learning from games.
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Toolkit: A New Year for eLearning Tools: A Guide
When it comes to authoring tools, these days we are no longer bound to desktops, hard-drive storage, and optical-disc tool distribution: we have The Cloud. For delivery, cloud computing gives us the ability to reach millions of people with eLearning, at little cost. But authoring tool selection and licensing is confusing to many practitioners. Here is a guide to how it works today!
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Buzzword Decoder: Flipped Classroom
At its heart, a flipped classroom model is about engaging learners in learning that focuses on their needs and monitors their progress. This can be as simple as turning lectures into videos, but it often requires a deeper look at the course materials and instructional approach.
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DemoFest Winner DEEP Puts New Spin on Beacon-Based eLearning
This innovative museum-based eLearning flips the beacon model to create a scalable, versatile, xAPI-compatible app with potential for wide use in corporate eLearning.
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Section 508 Refresh: The Clock Is Ticking on eLearning Accessibility Requirements
Publication of the Section 508 Refresh in the Federal Register on January 18, 2017, means that the new rules for making online content accessible take effect on March 20, 2017; compliance with the new standards is required starting January 18, 2018. This Spotlight answers some common questions about what the update means for eLearning.
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3-D Models Provide Virtual Objects That Enhance eLearning
Photogrammetry, using a smartphone camera and a free app, makes it possible to create 3-D models of objects or even of people! These can be used to enhance eLearning interactivity and engagement.
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Five Questions to Ask When Choosing a Virtual Classroom Platform
Choosing a virtual classroom platform can be overwhelming—there are so many good options! These five questions can help eLearning developers focus on getting the features that they need and avoid making a costly error.











