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Learning Technologies Publications

Using Prototyping in Instructional Design

Storyboarding and prototyping are key parts of the instructional design process that should not be skipped. Starting the overall design process with a storyboard provides a high-level outline of the intended outcomes of the module, and is an effective way to gather ideas in a graphical format before moving on the physical prototype. Interface prototyping then allows instructional designers to map out the navigation of a training module and garner feedback from stakeholders and users early in the design process.

Mastering Mobile Learning: Tips and Techniques For Success

In today’s rapidly expanding mobile learning environment, only clear guidelines and state-of-the-art technologies will stand up to the challenges that lie ahead. Mastering Mobile Learning stands as the most modern, comprehensive resource on the subject of mobile learning.Written by experts in this burgeoning field, Mastering Mobile Learning provides a roadmap for creating the most effective learning content, strategies, and applications possible.

Game Design for Learning

Are you interested in learning more about gaming? Are you trying to determine whether it might be an appropriate training and development solution, but aren’t sure where to start? While games have long been an important part of human social development—think learning to take turns in a board game, and strategizing about future moves in chess or checkers—we are only now beginning to understand how games can be a powerful tool in learning.  

Big Data, Better Learning (Whitepaper)

Big Data, Better Learning? How Big Data Is Affecting Organizational Learning Whitepaper is derived from an ASTD and the Institute for Corporate Productivity (i4cp) research report that dives into the trending field of how to gather and leverage big learning data. The whitepaper includes an overview of the findings.

Big Data, Better Learning

Big Data, Better Learning? How Big Data Is Affecting Organizational Learning is an ASTD and the Institute for Corporate Productivity (i4cp) research report that dives into the trending field of how to gather and leverage big learning data. This Study examines the responses of 418 learning and development professionals in position of managers and above from varying sectors, sizes, and locations; these findings are complemented with interviews from industry thought leaders.

Revolutionize Learning & Development: Performance and Innovation Strategy for the Information Age

Revolutionize Learning & Development examines the steps required to shift corporate learning onto a more meaningful trajectory. Taking a new approach means aligning more closely to how people really think, learn, and work. The shift to a focus on performance and innovation meets the challenges resulting from increasing change and a need for organizations to be more agile.

Show Your Work: The Payoffs and How-To’s of Working Out Loud

For the organization having workers share knowledge, processes, and information supports productivity, improves performance, encourages reflective practice, speeds communication, and helps to surface challenges, bottlenecks, and that elusive tacit knowledge.

Infoline: Basics of E-Learning Revisited

April’s Infoline, “Basics of E-Learning Revisited,” provides an overview of the evolution of e-learning as well as practical guidance on how to reach learning solution decisions.

The Accidental Instructional Designer

Don't create boring e-learning! Cammy Bean presents a fresh, modern take on instructional design for e-learning. Filled with her personal insights and tips, The Accidental Instructional Designer covers nearly every aspect of the e-learning design process, including understanding instructional design, creating scenarios, building interactivity, designing visuals, and working with SMEs.

Playing to Win Whitepaper

Playing to Win Playing to Win: Gamification and Serious Games in Organizational Learning is an ASTD and the Institute for Corporate Productivity (i4cp) research report that explores the use of gamification and serious games in organizational learning. One in four respondents (25 percent) said their organizations currently use gamification in learning, and one in five (20 percent) use serious games.

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