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.
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.
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.
If you are tasked with developing effective leaders, "teaching" just isn't going to be enough!
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.
The Leaving ADDIE for SAM Field Guide provides the job aids, tools, and templates you need to put the SAM methodology in motion and take your ISD practice to new heights.
ASTD Research, in collaboration with subject matter expert Claude Legrand, examine innovation in organizations exclusively from the point of view of T&D in the report Building an Innovative Organization: The Role of Training and Development. Nearly all respondents to the survey (98 percent), strongly agree or agree that innovation is important for the future success of their organization.
Transform your organization into a “best place to work” by using brain-friendly strategies.
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.
This Infoline explains why it’s critical for T+D professionals to understand diversity and inclusion in today’s global marketplace, and provides a D&I action planner job aid, best practices for global D&I initiatives, and tips for addressing unconscious bias and micro-inequities.