How To Choose A Learning Experience Platform

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How to Choose a Learning Experience Platform

Author: Theresa Decker
language: en
Publisher: American Society for Training and Development
Release Date: 2025-06-04
A focus on personalization and user experience is transforming technology solutions from one-size-fits-all to curated environments that cater to end users’ unique needs. Learning experience platforms play into that paradigm shift by driving effectiveness through training delivery and user engagement. In this issue of TD at Work, Theresa Decker will: Describe different types of learning platforms. Present a business case for choosing an LXP. Offer guidance for selecting a platform. Unpack a framework for implementing an LXP. Present change management strategies for user adoption. Explain how to plan for future success. The Tools & Resources in this issue include an Assessment: Organizational Readiness.
Handbook of Research on Creating Meaningful Experiences in Online Courses

While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in online programs. Given these concerns, it is essential that educators in online communities continue to share the significant learning experiences and outcomes that occur in online classrooms and highlight pedagogical practices used by online instructors to make their courses and programs comparable to those offered face-to-face. The Handbook of Research on Creating Meaningful Experiences in Online Courses is a comprehensive research book that examines the quality of courses in higher education that are offered exclusively online and details strategies and practices used by online instructors to create meaningful teaching and learning experiences in online courses. Featuring a range of topics such as gamification, professional development, and learning outcomes, this book is ideal for academicians, researchers, educators, administrators, instructional designers, curriculum developers, higher education faculty, and students.