Why You Should Use Capillary for Your Mobile Training Needs

Posted by Adam Wagner on Aug 23, 2019 3:12:59 PM
Read More

Topics: Mobile Learning, Training, mLearning, Business, Microlearning, Educational Technology, Learning & Development, Human Resources

How Leading Hospitals Are Using Mobile Apps for Training and Better Patient Care

Posted by Adam Wagner on Jun 18, 2019 4:00:00 PM

Like training, healthcare is complicated. Patients are scared or unwell, families are worried about their loved ones, and doctors, nurses, and hospital staff are doing their best to ensure their patients are receiving the best treatment available.

This complexity is part of why leading hospitals and clinics around the world are adopting mobile technology for training. Mobile devices have proven pedagogical advantages over traditional eLearning and are extremely portable, easy to use, and owned by nearly everyone. This—combined with emerging strategies for training delivery and talent development—creates opportunities to increase motivation, engagement, and knowledge retention and reduce training costs by making training and performance support resources available at learners’ fingertips.

Read More

Topics: Mobile Learning, Training, mLearning, Educational Technology, Learning & Development, healthcare, Hospital Training

Educational Technology Glossary

Posted by Adam Wagner on Apr 2, 2019 6:06:00 PM

| B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


ADDIE (Analysis Design Development Implementation Evaluation)

  • Design model/guideline used by instructional designers and training developers for building effective training and performance support tools. ADDIE is a five-step process that is intended to ensure accuracy and relevance of content, popular in academics and traditional training.

Agile Learning

  • A design model that contrasts the ADDIE model, instead focusing on speed, flexibility, and collaboration to reduce cost and time as well as keep content fresh and relevant.

Augmented Reality (AR)

  • An interactive experience of a real-world environment where objects are augmented with overlaid sensory information generated by a computer. In instructional design, AR is useful in presenting engaging, interactive content within a user’s physical location (e.g., overlaying information about a museum exhibit that’s accessible when physically viewing the exhibit).
Read More

Topics: Educational Technology


Try Capillary's Creator for Free!

Recent Posts

Subscribe to our Newsletter!