Mobile Apps Transform Medical Training

Fact: An estimated 500 million smartphone users worldwide now rely on health care applications, and by 2018, an estimated 50% smartphone and tablet users will be using health care applications.

Anatomy instruction is a major part of medical training, but the field is currently also in flux. In the past, anatomy was primarily taught with the aid of workbooks and through dissections. Today, dwindling resources combined with increased pressure from the animal rights movement are changing how anatomy is taught. In short, more medical schools are moving from lab to screen to tighten their budgets and respond to critiques from animal rights activists.

As a result, anatomy instruction is also increasingly moving from the classroom to various forms of elearning. After all, if you eliminate the lab and replace textbooks with elearning modules, why hold traditional in-person classes at all? By and large, evidence suggest that while some courses may still be best taught in person, many others can be effectively or more effectively delivered online and even via mobile apps; anatomy instruction appears to fall into the latter category. A study on one of the newest innovations in anatomy education, the 4natomy mobile app, demonstrates why this is the case.

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Online Education-The Next Generation

As observed in an article published earlier this week in The Chronicle of Education, “Back when colleges first started experimenting with teaching online, pundits mused that competition for college students would one day be global. A student would be able to sit down at a computer and take a course literally from anywhere.” While this once seemed crazy, we’re now living in that era. Global competition for higher education has arrived. Of course, the globalization of training has already been here for some time, since of course, companies large and small now oversee the training of workers around the globe. But what are the implications of living in a world where education and training are no longer local but global? Continue reading

Promoting collaborative learning in your training materials

One of the biggest advantages of utilizing multimedia and eLearning as your corporate training medium is the fact that you can include so many unique components, including collaboration.

Yes, you can include collaboration in traditional classroom training, but when it’s part of your eLearning it can be done regardless of where employees are located, in an efficient and effective way.

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The Future of Storytelling

Later this week, thousands of people will descend upon a six-story building in Upper Manhattan to explore the future of the storytelling at FoST Fest. For $75, participants will get three hours of future storytelling experience. So what is the future of storytelling? You can join a flock of birds on a journey, change your gender, or plunge yourself into a violent protest. Sound like fun? Maybe or maybe not. What’s clear is that the potential applications for training and education are tremendous. Continue reading

Top 8 Benefits of Serious Games

While more than half of American adults now play games on a regular basis (and this holds true for men and women), there are still many cynics. After all, games are still more likely to conjure up images of hyperactive preteen boys wasting hours of their time on front of screens than adults engage in serious work. Nevertheless, there is ample reason to embrace gaming as a serious way to gain new skills. Indeed, today, serious games are rapidly becoming one of the training sector’s most powerful tools. Today’s post outlines why gaming and training increasingly are practices seen to go hand in hand. Continue reading

Something new: eLearning Inside’s first newsletter release

Welcome to the first eLearning Inside newsletter. It is so exciting to begin this journey with you. We will be dropping in every week to deliver specially curated and thoughtfully researched eLearning news straight to your inbox. Now the news that is important to you will be right at your fingertips. Continue reading

Develop Remote Work Skills with eLearning

In 2016, a growing number of organizations, both large and small, are comprised of workers spread out across the nation and even around the world. With the recent take off of work platforms, such as Upwork, even small business owners now frequently rely on the skilled labor of workers based in other cities, nations and even on other continents. While there is much to gain from working with a remote workforce, it also raises new training challenges. After all, how does one train a remote workforce and with what tools? Continue reading

Why 3D Games are Finally Gaining Traction

Despite the fact that gamers generally agree that 3D games failed, 3D games are now picking up traction on both the education and training fronts. But why is a gaming innovation generally rejected by hardcore gamers finding a second life with trainers and educators? Today’s post offers an introduction to 3D games and examines what experts in the training and development and education sectors are saying about their potential applications and benefits for learners of all ages.

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The High Cost of Poor Customer Service

Poor customer interactions always come at a cost. While losing one customer may not be devastating to an organization, a class action lawsuit for discrimination can be. The challenge is how to avoid situations that can come back to negatively impact an organization. While the art of great customer service is something that can take time to develop, there is no question that training is a key part of avoiding minor and major Continue reading

Update on VR’s Education/Training Applications

Over the past twenty-four months, eLeap has reported on the many ways that virtual reality (VR) promises to transform education and training now and in the near future. Among other applications, VR promises to put learners into situations that would otherwise remain inaccessible (let’s say, Ancient Greece) or too dangerous  to replicate (let’s say, a Ebola outbreak). But what is the current status of VR?  Continue reading