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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Gamification, Social Collaboration, xAPI Technologies, and Sales-Training Success
Gamification has become a very effective strategy and is now more than just a catchphrase. However, the word itself doesn’t mean much without any implementation specifics. Here is an example of how gamification and xAPI technology solved a sales-training challenge for airlines.
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Raise the Bar: Shooting and Editing Green-Screen Video
Green-screen video has been around for years, but many eLearning producers aren’t using it. There seems to be a false belief that it is too expensive or too difficult to do successfully. In this column, Mark shows you the tools (surprisingly inexpensive) and techniques (surprisingly easy) you need to get started!
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Toolkit: Articulate 360: Storyline 360 and Articulate Review
Articulate has been hard at work, not only creating an update to Storyline as expected but changing the whole way that it offers its products. Articulate 360 is not just an update: It includes all of the products that Articulate offers—updated versions of those it has offered in the past, along with new ones—all under one banner.
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Learning Leaders: Allison Rossett on Performance Support and Critical Thinking
Guild Master Allison Rossett emphasizes that “Less is more” when considering the future of eLearning: small, usable apps; morsels of eLearning; more mobile; more sharing; more curation. “Quality comes from smaller assets targeted to individual needs, with obvious, strong links to strategic organizational goals,” she said.
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Metafocus: Overview of Virtual Reality and Mixed Reality in eLearning
Welcome to Metafocus, the newest monthly column at Learning Solutions Magazine: a column dedicated to virtual reality (VR), augmented reality (AR), mixed/modified/merged reality (MR), games, and gamification as they relate to eLearning, corporate training, education, and instructional design. In this first column, Matt Sparks gives you an overview of VR and MR within eLearning.
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Accessibility from the Ground Up: Understandable eLearning Uses Plain Language
Creating eLearning that uses plain English—simple, everyday words and unambiguous sentences—and clear, logical design removes barriers for many learners, including those who have some disabilities as well as those who learned English as adults or have low literacy skills.
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In Real Life: What Have You Done for ME Lately?
For L&D to justify its continued value to an organization and avoid the “What have you done for me lately?” question, L&D must integrate its support into the day-to-day workflow and become part of how work gets done.
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Buzzword Decoder: User-Centered Design and Universal Design
Designing eLearning with the user in mind creates a better overall learner experience. You can accomplish this through user testing or by taking a universal approach to creating broadly usable eLearning.
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Could Virtual Reality-Based eLearning Transform Employee Behavior and Attitudes?
Immersive experiences have a powerful impact on attitudes and behavior. Ongoing research on whether VR can enhance soft skills, such as empathy, or influence or change behavior could dramatically change the future of eLearning.











