Can training organizations tap into learners’ mobile gaming habits to improve learning?
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Topic: Learning Technologies
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Forbes’ 30 Under 30 List once again features several millennial leaders in learning and development.
Training Industry, the most trusted source of information on the business of learning, released the 2017 Top Training Companies selections for the gamification sector.
Instead of complaining and seeing millennials as an issue, let’s see them in a new context: Millennials are merely a representation of a world we cannot un-invent – the world of digital.
One of the most pressing forces of change in today’s world, across all aspects of society, is digital disruption.
Einstein reputedly said, “Learning is experience. Everything else is just information.” These sage words have never been more pertinent.
A major shortcoming of nearly all commercial VR or CBT training platforms is that all too often, the focus is on one-off training and not on training for retention.
For years, employers have faced a troubling lack of preparedness among college graduates entering the workforce. Now, it’s apparent that the real issue – one that is true for more than young professionals – is incompetence.
ProBility Media Corp. today announced the completion of a private placement of original issue discount amortizable promissory notes in the aggregate principal amount of $3,383,325.
Lessonly, the leader in team training software, today announced an $8 million Series B funding round led by OpenView, with participation from Rethink Education, High Alpha Capital, and Allos Ventures.