Themen
ZAVANGO Wins Learning-Industry Accolades
Montréal (CA) / The Hague (NL), February 2016 - ZAVANGO Corporation, a leader in modern learning technology, has won two coveted Brandon Hall Group awards for their Engage Platform. The focus for these awards was Zavango's interactive video, video assessment, and video analytics technology. The company was awarded a silver with its customer Online Trading Academy and another bronze award for Best Advance in Unique Learning Technology-Ž. » MORE
Raptivity Unveils Engagement Analytics
Puna (IN), February 2016 - Raptivity, an eLearning interactivity-builder software application from Harbinger Knowledge Products, has unveiled a futuristic demonstration of engagement analytics. Engagement analytics provides eLearning developers and administrators with sophisticated insights into what's working and what's not working with their interactive content by means of a user-friendly dashboard and deep-reaching analytical software. » MORE
IMC successfully attains the ISO 27001 certification
Saarbrücken (GER), February 2016 - ISO 27001 offers companies a systematic, structured approach to better safeguard the privacy and integrity of their data and increase the availability of their IT systems. In order to fulfil ISO 27001 requirements, IMC AG prepared for about a year by implementing a number of different organisational and technical measures. » MORE
Learning Technologies Group Acquires Rustici Software
Brighton (UK), February 2016 - Learning Technologies Group plc (LTG), a publicly listed learning-technologies agency, has acquired the entire share capital of Rustici Software, a global market leader in eLearning standards conformance. » MORE
Learnings on Game-Based Learning
Vienna (A), February 2016 - (by Jochen Kranzer, ovos GmbH) Serious games are mostly digital games that go beyond pure entertainment. They transport serious content that is, if done well, integrated seamlessly into the game's mechanics and workings. This medium allows the player to engage with the content while following the rules and task of the game. The simple formula "game goal" = "learning goal" leads to a merging of the players' intentions and provides a motivating learning experience in the flow of game play. » MORE
Survey Highlights Learning Sector's Highs and Lows
Stoke Prior (UK), February 2016 - The 2016 benchmark study from specialist recruitment consultant Blue Eskimo has revealed that more than three quarters of the UK's learning professionals wish to change jobs - despite being happy in their roles. The learning professionals' annual work-and-salary survey released by Blue Eskimo reveals that the numbers looking to change role are at an all-time high, up from 67% in last year's survey to 78% this year. » MORE
Agylia Launch Brings Agility to the LMS World
Bristol (UK), February 2016 - CM Group, a global leader in the field of innovative eLearning and mobile learning solutions, is delighted to announce the launch of Agylia (previously known as Luminosity). » MORE
2015 Totara Learning Awards Winners Announced
Brighton (UK), January - The Totara Learning Awards 2015 recognise the expertise, performance, and outstanding projects from across our global partner network. This year has been more tightly fought than ever. » MORE
Powerful Experiential Learning for Business Impact
Paris (F), January 2016 - StratX has launched a new value proposition for 2016. With the tagline "Powerful Experiential Learning for Business Impact", the company is engaged to provide experiential learning programs instilled with emotion and competitive spirit, leading to lasting on-the-job change. » MORE
Reward Centre to Offer Learners Real-World Prizes
Berkshire (UK), January 2016 - Growth Engineering, a multi-award-winning learning-technologies company, has added new functionality to its social, gamified Academy LMS. The Reward Centre allows learners to trade in online points and badges for tangible rewards. » MORE