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Before and After: Making a Difference With Pre- and Post-Event Learning Activities

TechKnowledge 2015 Session: W206
Chris Van Wingerden | January 14, 2015 | Video

Have you ever tested spaghetti to see if it's cooked by throwing it against a wall? That's how too many organizations now approach their training programs—throwing standalone e-learning or face-to-face courses at their staff and hoping the learning will stick. But no course is an island, and there are things we can do to increase the odds of making learning stick by augmenting standalone courses. Pre- and post-event activities have been proven to make a dramatic difference in learning transfer rates. Many of these strategies are easy to implement and are very suited to m-learning approaches, giving us a whole new set of tools to improve the effectiveness of learning events. In this session we will provide an overview of what pre- and post-event learning transfer activities are, and review what the research tells us about their effectiveness. We'll also discuss strategies for including these in the planning and design of your learning programs, as well as focus on techniques to take advantage of mobile devices for delivering many of these activities.

Games, Learning Styles, and Engagement: An Evidence-Based Approach

ATD 2014 Session: SU301
Ruth Colvin Clark | May 04, 2014 | Video

How much time and money are wasted on instructional methods and learning environments that don't work? Are learning styles fact or fiction? Are games more effective than traditional methods for learning? What are 10 basic approaches to engagement regardless of delivery medium? Based on her forthcoming book, the speaker will update you on the latest instructional research you need to apply for an evidence-based approach to your training design and delivery. During the session we will separate fads from facts including learning styles, games, and media panaceas. We will overview a new chapter in the book on evidence on games by summarizing lessons learned from three streams of research on games. Engagement in learning will be a major focus of the session as we review evidence on 10 engagement strategies applicable to in-person classroom, virtual classroom, or asynchronous e-learning.

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