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9.9.20 | Research Library
Jane Bozarth highlights key points from literature on diversity training and offers insight on which elements can either make or break a training program.
8.5.20 | Research Library
This report examines how the L&D industry has shifted to the virtual space and how professionals can sharpen their skillsets as they continue to go digital.
7.8.20 | Research Library
This report examines survey results from professionals on how their work has been impacted by COVID-19 and analyzes the current state of L&D and where the industry is headed in the future.
6.10.20 | Research Library
This research report offers help for learning and development leaders who want to encourage and promote self-directed learning for the benefit of both the organization and employees.
5.13.20 | Research Library
In this research report, Jane Bozarth provides an overview of learning experience design and describes its key elements, theoretical foundations, names to know, and more.
4.16.20 | Research Library
Jane Bozarth interviews Julie Dirksen about the challenges of designing learning experiences for behavior change and explains Susan Michie et al.’s COM-B model.
3.18.20 | Research Library
Why should you use simulation-based training? Explore the benefits of simulations within the learning and development field, and review helpful tips for making your simulations successful.
2.19.20 | Research Library
Jane Bozarth offers an in-depth look at the work being done by RTI International’s Lab 58 and provides an overview of the Lab’s spanning technology forecasting, feasibility studies, and R&D studies involving rapid prototyping/proof of concept activities.
1.15.20 | Research Library
What does academic research say about generational differences? See what research has to say about how perceived generational differences really impact the workplace and how these differing characteristics are affecting L&D practitioners.
12.11.19 | Research Library
In our first-ever video research report, Karl Kapp discusses the differences between games and gamification, how each can be used as an instructional strategy, using them with an eye toward improving performance, and the conditions that make them effective toward achieving learning goals.