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Enterprise LMS with Adobe Learning Manager

Enterprise LMS with Adobe Learning Manager

By : Damien Bruyndonckx
5 (7)
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Enterprise LMS with Adobe Learning Manager

Enterprise LMS with Adobe Learning Manager

5 (7)
By: Damien Bruyndonckx

Overview of this book

Looking to deliver scalable online learning solutions? Adobe's latest enterprise Learning Manager is a powerful learning management system (LMS) that enables organizations to deliver, manage, and track immersive learning experiences. This book unlocks the full potential of Learning Manager, guiding you to become an adept administrator, author, or teacher, experimenting with Learning Manager from different perspectives. You'll gain an in-depth understanding of the features and their impact on your business. From platform setup to course administration, you’ll be able to create blended learning experiences, deploy your content to different devices, and explore Learning Manager's features for monitoring your students' progress on a daily basis. Finally, you'll discover techniques for organizing and maintaining your course catalog while elevating the learner experience. By the end of the book, you’ll be able to implement your organization’s training strategy, deliver engaging learning experiences, and generate meaningful reports to monitor their effectiveness.
Table of Contents (23 chapters)
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1
Part 1 – Publishing Learning Content
6
Part 2 – Managing Learners and Tracking Learning Data
13
Part 3 – Enhancing the Learner Experience
17
Part 4 – Administering the Platform

Badges and Gamification

People learn best when they have fun! This is something teachers and instructors have known for thousands of years. There is historical evidence that games and game-based learning were well-known educational ideas in ancient Greece and during the Roman Empire. The earliest African board games used to teach mathematics, logic, and strategy were designed over 5,000 years ago!

Despite this long and rich history, the term gamification first appeared in online education around 2008 and gained popularity as of 2010. A widely accepted definition of gamification is the use of game-design elements and game principles in non-game contexts.

This definition is not specific to education. In fact, gamification is present in many aspects of our daily lives. For example, we earn miles when we fly and redeem them for free upgrades, and we earn points and stamps when we shop and redeem them for all sorts of gifts, and so on. In the corporate world, many organizations use...

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