ELR101 Train Your Brain with Games!
10:00 AM - 10:45 AM Wednesday, October 25
Expo Hall: eLearning Revolution Stage
Most companies agree that people are their most important asset. In properly developing those human assets, companies seek long-term success through increased productivity, improved longevity, and other benefits. Then why are so many companies not realizing the best return from their training investment? The answer: poor retention of training materials.
During this session, You will learn how complementing your training materials with games will boost employee engagement and yield significantly increased retention. Games deliver lots of actionable data to measure effectiveness, both individually and through group learning, showing gaps and areas to optimize for a continuous cycle of improvement.
In this session, you will learn:
- How playing games can improve problem-solving skills and learning abilities
- How playing games can boost the formation of new memories
- How games stimulate mental cognition and produce positive brain changes
- How playing immersive, exploratory games are a workout for the brain and can drive home on-the-job skills
Audience:
Novice to advanced designers, developers, project managers, managers, directors, and senior leaders.
Technology discussed in this session:
A variety of web-based multi-player games showcased on mobile/tablets/kiosks.
Stephen Baer
Co-Founder & Chief Creative Officer
The Game Agency by ELB Learning
Stephen Baer is co-founder of The Game Agency (by ELB Learning), an INC Magazine Best Workplaces Company. He is a monthly contributor to Forbes.com and a regular speaker at EdTech conferences. For 15 years Stephen has been creating award-winning games to educate and activate audiences for new-employee onboarding, sales and product training, leadership development, safety, security, compliance, systems and processes, customer service, and many other topics. Stephen has also helped shape the education industry and disrupt traditional learning methods with S.T.E.M, FinLit, and Social Skills learning games that have been deployed in over 20,000 schools.
104 Case Study: A Game-Based Approach to Learning Without Lessons
10:45 AM - 11:45 AM Wednesday, October 25
Jamaica AB
An innovative product needs an innovative learning approach, but with multiple delivery options available, how do you decide which is best? The challenge for a team at Canadian Tire was to create awareness and maximize retention of an exciting new catalog among store employees. They wanted to create an engaging and innovative solution in-house but had limited time and resources. How did they decide on their approach, and what did they do to make it a success?
In this session, you’ll discover how Canadian Tire developed a game-based solution using in-house resources. Through exploring their approach to solving a common L&D challenge, you’ll learn how to incorporate game mechanics using your own existing resources. You’ll also explore how to leverage tangible and intangible rewards to drive participation, increase retention, and get exceptional business results. Finally, you will be able to apply these basic principles in your own organization.
In this session, you will learn:
- When a lesson-less learning solution is appropriate
- How to drive learning and engagement using simple game mechanics
- How to implement your solution with tools you already use
- How to design your learning game with sustainability in mind
Audience:
Intermediate to advanced designers, developers, and managers.
Technology
discussed in this session:
Learning management systems (LMSs), learning
experience platforms, Articulate Storyline, Adobe Creative Suite, HTML5, CSS3,
responsive design, and various development applications.
Chris Ang
Senior Web Designer
Canadian Tire Corporation
Chris Ang is a senior web designer and user experience designer for the learning ecosystem team at Canadian Tire Corporation. He specializes in designing user interface and front-end development, and he works closely with content writers and developers. Chris has been in the design and technology industry for over eight years and holds a bachelor’s degree in advertising arts, as well as a diploma in multimedia design. He is passionate about creating simple yet innovative design solutions that deliver creative and effective user experiences.
A.J. Mazepa
Team Lead
Canadian Tire Corporation
A.J. Mazepa is a team lead for Canadian Tire Corporation. He is a technical specialist with a passion for designing and developing leading-edge digital solutions in the learning space. He is as comfortable writing database queries as he is designing user interfaces. A.J. began his career designing interactive experiences for numerous clients, including Time Warner, Rogers Television, and the NHL. Over the past 15 years he has evolved into a full-stack developer, expanding his skill set to include front/back end programming and database administration. He currently leads a team of developers that creates custom technology solutions to implement learning strategies.
204 Case Study: Integrating UX Design and Gamification
1:15 PM - 2:15 PM Wednesday, October 25
Andros AB
You may have heard about user experience (UX) design. You probably know a thing or two about gamification by now. But what does it mean to apply them together to create an engaging learning experience? What new angles do you need to think of when bringing the two together, and how can combining these two concepts lead to a greater impact on your audience than they could accomplish alone?
In this case-study session, you’ll learn how Rogers Communications successfully integrated UX design and gamification into an online training course. You’ll find out how to move from principles into practice with both concepts; how common UX ideas like user testing and visual design can specifically enhance gamified experiences; and how to adapt to the common challenges you might face when creating a project that blends gamification and thoughtful UX design together. You’ll also learn how to use UX as the overall framework for any engagement technique you adopt.
In this session, you will learn:
- About the value of adopting UX as a framework to drive engagement and positive user experiences
- How user research, visual design, and interaction design contribute to a gamified course experience
- How to get started with user research activities, such as usability testing
- About the challenges and successes of implementing UX into learning design
Audience:
Novice to intermediate designers, developers,
and managers.
Clara Ng
Senior Learning UX Specialist
Rogers Communications
Clara Ng is a senior learning UX specialist at Rogers Communications. As part of an innovation team, she advocates for experience design in the development of employee training and is responsible for establishing methods of learner research. Clara has over 15 years of experience in strategy, analysis, design, and development of learning that spans telecommunications, finance, and academic sectors. She has co-authored an article for Learning Solutions Magazine, “Designing It Right: Making an Impact with Diagnostic Assessments.” Her passion is to broaden the application of design thinking to drive performance improvement and create positive learner experiences.
ELT104 Building eLearning Games in Storyline 360
1:15 PM - 2:00 PM Wednesday, October 25
Expo Hall: eLearning Tools Stage
Gamification and game design strategies have the potential to increase learner engagement, making them attractive options for a wide range of L&D projects. While many organizations are interested in using these approaches, they often can’t afford the game developers and other resources they need to make a higher-end game for learning. But not all game ideas need expensive development in new and complicated high-end tools. For some learning games and gamified approaches, all you need is a tool you likely already have: Articulate Storyline 360.
In this session, you’ll find out how you can use this common rapid eLearning development tool to create engaging games and gamified experiences. You’ll learn how the 2-D game The Tower of Bloom was developed with Storyline 360 to help non–instructional designers adopt Benjamin Bloom’s mastery learning and taxonomy concepts for training development. You’ll then explore tips and tricks for how you can start using Storyline 360 to weave gamification concepts into your work, or even create a full game yourself.
In this session, you will learn:
- How to recognize the influence of game mechanics, dynamics, and aesthetics in learning design
- Which new features in Storyline 360 you can use for game interactions
- How to create leaderboards to track performance
- How to use PowerPoint as an animation tool
Audience:
Intermediate to advanced designers and developers.
Technology
discussed in this session:
Articulate 360, Storyline 360, and Microsoft PowerPoint.
Alexander Salas
Learning Experience Designer
StyleLearn
Alexander Salas is an instructional systems developer and learning experience designer with 14 years of experience specializing in the blend of learning technologies and gamification for performance outcomes. Since 2007, Alex has worked in every facet of corporate learning and performance enablement for Fortune 100 enterprises such as Philips, Centene Corporation, and Dell Technologies. He's the owner of StyleLearn, an eLearning design firm helping clients of all sizes. He's also the chief of awesomeness at eLearning Launch, the online academy for digital learning professionals.
304 Case Study: The Evolution of a Gamified Formative Assessment
3:00 PM - 4:00 PM Wednesday, October 25
St Croix B
Has a client ever asked you, “Can’t you just convert classroom training into eLearning?” This is the kind of question eLearning designers dread, particularly when the training in question covers dry content. Sure, you can convert the course to an electronic format, but how do you turn that bare-bones content into an eLearning module that actually helps students learn? With a little creative genius.
In this session, you’ll learn how Advantedge Education turned a face-to-face academic class about nursing laws and practice into a dynamic, gamified, audience-centric formative assessment. The game results revealed that the students had surprising knowledge gaps, which ultimately led the nursing school to overhaul the course curriculum. But the game didn’t get there overnight. This session explores the evolution of this project: getting engagement and feedback from the audience, adapting updated technology, and using agile learning design. You’ll hear about the team’s hurdles and victories, and you’ll leave with practical suggestions for how you can approach your next innovative design.
In this session, you will learn:
- Why games can improve learning outcomes
- How to blend formative assessments with gamified experiences
- How to apply simple elements of gamification using Articulate 360
- About the importance of using agile design to identify pitfalls in your game mechanics
- About the key personalities you need on your testing team
Audience:
Novice to intermediate designers, developers, and managers with
basic knowledge of Articulate Storyline’s built-in variables, states, and
triggers.
Technology
discussed in this session:
Articulate 360, Articulate Storyline 2, SCORM
Cloud, and various web resources.
Lesley Cashman-Peck
President & CEO
Advantedge Education
Lesley Cashman-Peck is the owner of Advantedge Education, where she designs and develops mandatory continuing education for interprofessionals who work in healthcare and K-12 education. An eLearning designer and entrepreneur with over 14 years' experience, Lesley's training in eLearning design is complemented by a bachelor's degree in psychology from Dickinson College and a master's degree in education with a focus on college students from the College of Saint Rose. She's a National Scholar graduate from the Goldman Sachs 10K Small Businesses/Tory Burch Foundation Initiative, and a volunteer teacher with Junior Achievement.
Ann Purchase
Co-President, Curriculum Development
Advantedge Education
Ann Purchase is a co-founder and co-president at Advantedge Education, where she leads curriculum development. As a nurse, entrepreneur, and educator with nearly 40 years’ experience in classroom, clinical, and online settings, Ann has worked at some of the best hospitals in the nation— including University of California–San Francisco, Massachusetts General, and Albany Medical Center—in roles including clinical nurse, educator, and clinical nurse specialist. She holds a master’s degree in nursing education from Sage Colleges. Ann continues to teach students online and in clinical settings.
ELR106 How to Build a Real Game in Storyline 3
3:15 PM - 4:00 PM Wednesday, October 25
Expo Hall: eLearning Revolution Stage
Have you ever wanted to build a fully fledged game in Articulate Storyline? Gaming is all the rage in eLearning, but without a sizable budget or external vendors, options are limited. Game elements in authoring tools are usually reduced to themed quizzes, with little actual gaming involved.
However, it is possible to get some pretty deep gameplay from off-the-shelf tools. In this session, you’ll look at the process and challenges of creating and customizing games in Storyline 3, and you’ll find out how eLearning Brothers simplified that process with a new offering.
In this session, you will learn:
- About the production process for creating custom games in Storyline 3
- How to review issues and challenges associated with custom game development in Storyline 3
- About further customization of eLearning Brothers’ off-the-shelf games
- How to examine key design elements to move your Storyline 3 gaming elements to the next level
Audience:
Novice to advanced designers and developers.
Technology discussed in this session:
Articulate Storyline 3 and gamification.
Bill Milstid
Sr. Designer/Developer
eLearning Brothers
Bill Milstid, a senior designer/developer at eLearning Brothers, has worked in the eLearning industry for roughly a decade in various roles on both the instructional design and development side. He is part of eLearning Brothers’ template division, where he spends most of his days troubleshooting new and exciting ways to help awesome folks build awesome things.
404 Beyond the Hype: Evidence-Based Digital Games
10:45 AM - 11:45 AM Thursday, October 26
Bermuda A
There has been a lot of hype around games for learning. As a result, games are increasingly used in L&D, but many of these games simply target low-level learning using frames such as Jeopardy or Concentration and have only had minimal impact. There is a need to maximize the value from this approach, and to do this you need to design games that support learning objectives and apply proven instructional methods. And to do this well, you need to understand what the research says about the instructional value of games.
In this session, you’ll investigate what the research shows about using games more strategically and effectively in L&D. You’ll begin by defining the key features of a game, considering game genres, and reviewing evidence on what does and does not work in game design. You’ll then look at the research evidence on three important questions for L&D: Does extensive playing of commercial games improve cognitive skills? How can game outcomes be improved by adding proven instructional methods? And how does learning from a game compare with learning from traditional methods?
In this session, you will learn:
- About the key features that make up a game
- How to manage cognitive load in games
- What the evidence says about the value of commercial games to improve mental skills
- How to improve game outcomes by adding proven instructional methods to your game
- What the evidence shows about the value of games versus traditional methods for learning
Audience:
Novice to advanced designers, developers, managers, directors, and
senior leaders (VP, CLO, executive, etc.).
Technology
discussed in this session:
Games delivered via desktop computers as well as
game-specific platforms.
Ruth Clark
Principal
Clark Training & Consulting
Ruth Clark is an expert in evidence-based eLearning. She has written seven books on how to apply research and instructional psychology to learning environments. Ruth is a former president of the ISPI and was honored with the Thomas Gilbert Award for Distinguished Professional Achievement in 2005. Ruth was a featured Legend Speaker at the 2006 ASTD ICE event and has been a regular presenter at eLearning Guild conferences. A past training manager for Southern California Edison, Ruth holds an EdD degree in educational psychology and instructional technology from the University of Southern California.
409 Driving Student Employability with Corporate-Sponsored Badging Programs
10:45 AM - 11:45 AM Thursday, October 26
Montego B
U.S. News and World Report named alternative credentials one of the top five education trends to watch in 2017. IBM and Microsoft are leading this trend by offering career-oriented training and learning pathways, as an alternative to traditional universities and in partnership with universities worldwide. Learners who demonstrate knowledge and competency earn open badges that are easily shared to job sites and professional networks like LinkedIn.
In this session, you will discover how IBM and Microsoft use multiple channels to distribute state-of-the-art, work-focused programs that complement and connect with academic institutions to provide training for in-demand skills. You’ll learn about the types of badges that drive learner engagement, progression of learning, and employment opportunities. You’ll find out how real-time verification of learning achievements cements badge value for learners and employers, while exploring how competencies identified in badges are enhancing employability for learners.
In this session, you will learn:
- How companies like IBM and Microsoft are connecting with academic institutions to provide training for in-demand skills
- Which types of badges drive learner engagement, progression of learning, and employment opportunities
- How organizations use badge program performance data to quantify learner engagement, inform learning program design, and drive strategy
Audience:
Novice to advanced directors and senior leaders (VP, CLO, executive,
etc.). A working knowledge of (or interest in) the development of work-ready
skills and alternative credentials is helpful but not required.
Technology
discussed in this session:
Digital open badge platforms, learning
management systems (LMSs), strategic information systems (SISs), association
management systems (AMSs), and customer relationship management (CRM) systems.
Pete Janzow
Sr. Director and Badge Lead
Pearson
Pete Janzow is senior director of business development in support of the enterprise-class badging platform Acclaim at Pearson. With a keen interest in STEM education, Pete continues to work actively in the fields of workforce development, professional credentialing, and technical education. He is a former director of the American Society for Engineering Education, and has diverse work experience that includes working in higher education and professional segments for publishing companies, ed tech startups, and software companies.
David Leaser
Senior Program Manager, Innovation and Growth Initiatives
IBM
David Leaser is senior program manager of innovation and growth initiatives for the Global Skills Initiative program at IBM. David developed IBM’s first cloud-based learning solution and is the program developer for the IBM Open Badge Program, a leading-edge program to attract, engage, and progress talent. David is the author of a number of thought-leadership white papers on talent development, including Migrating Minds and The Social Imperative in Workforce Development. He has trained more than 4,000 clients and developed more than 30 training manuals and video tutorials.
Selina Winter
Sr. Business Program Manager—Certification
Microsoft Learning
Selina Winter is the senior business program manager—certification for Microsoft Learning. She is responsible for designing Microsoft’s technical certification programs, including Microsoft Certified Professional (MCP), which is comprised of the MCSA, MCSE, and MCSD credentials, Microsoft Office Specialist (MOS), and Microsoft Technology Associate (MTA). Her work ensures that Microsoft certification programs deliver what candidates, schools, and corporations need while maintaining an industry-leading position for both quality and innovation. Modernizing certification at Microsoft is a key focus of her current work and includes such activities as working to more closely align training and certification opportunities, developing real-time learning and certification options, and implementing and managing Microsoft’s certification badging program.
504 Simplifying Serious Learning Game Design
1:15 PM - 2:15 PM Thursday, October 26
Bermuda B
Not all games are created equal, and preparation of instructional content for games is an important consideration. How can you (in practical terms) harness the positive attributes of games, including the fun of play, to produce effective and efficient learning?
In this session, you will learn about the essence of successful games and how to make instructional content compatible with the structure of fun, engaging games. You will learn how to express instructional content so that it can be readily incorporated into a game, whether you’re using an existing game or inventing a new one. You will also learn how to classify games, from games of chance to strategy games, and how to effectively match the type of game to the type of content to be learned.
In this session, you will learn:
- How to classify games
- About the essence of successful games
- How to make instructional content compatible with fun, engaging games
- How to express instructional content so that you can readily incorporate it into a game
- How to match the type of game to the type of content to be learned
Audience:
Intermediate to advanced designers, project managers, and managers.
Participation would likely be most beneficial to those who have a good grasp of
the essential concepts of interactive instruction.
Technology
discussed in this session:
ZebraZapps
Michael Allen
Founder and CEO
Allen Interactions
Dr. Michael Allen, founder and CEO of Allen Interactions, has been a pioneer in the eLearning industry since 1975. Dr. Allen has more than 50 years of professional, academic, and corporate experience in teaching, developing, and marketing interactive learning and performance support systems. Dr. Allen has led teams of doctorate-level specialists in learning research, instructional design, computer-assisted learning, and human engineering. He defined unique principles and methods, Successive Approximation process or SAM, and the CCAF design model for designing and developing high impact interactive eLearning experiences that invoke critical cognitive activity and practice.
Christopher Allen
Chief Strategy Officer
Allen Interactions
Christopher Allen is the chief strategy officer at Allen Interactions, providing direction to feature development and design, product training, and market focus. Christopher brings more than seven years of experience in digital content creation and distribution, as well as leadership experience in publishing and sales management. He holds a master’s degree in organizational management from The George Washington University and is an active triathlete.
INN205 Using Performance Data, Gamification, and Engagement to Drive Microlearning
2:15 PM - 3:00 PM Thursday, October 26
Expo Hall: Innovation Showcase Stage
In this session you will learn how gamified microlearning engagement works, whether for performance support, instructor-led training, or on-the-job repetitive learning.
Come find out how integration with external “sensing” data such as customer satisfaction, performance data, learner activities, and more can “trigger” microlearning that is personal, relevant, and has an impact on performance and habit formation. You’ll explore how learning delivery can be automated by using engagement automation, feedback, and triggers, and where learning repetition fits. You will see how this applies to real-world learning needs, examining different case studies from companies around the globe.
In this session, you will learn:
- What microlearning engagement systems do
- How gamification can be used with microlearning
- How guided adaptation can be used in learning at work
- What engagement automation is, and how it applies to microlearning
Audience:
Novice to advanced designers, developers, project managers, managers, and directors.
Technology discussed in this session:
Gamification, microlearning, and mobile learning.
Roni Floman
VP Marketing
GamEffective
Roni Floman is a vice president of marketing and product evangelist for GamEffective. She has been involved with GamEffective since 2013. Prior to that, she was a consultant for numerous technology start-ups and led business development at telecom and enterprise software companies. Roni holds an LLB degree, magna cum laude, from Tel Aviv University and an MBA from INSEAD. She is also a published author.
604 Case Study: Using Gamification for an Engaging Learning Experience
3:00 PM - 4:00 PM Thursday, October 26
St Croix B
Internal audit reports and consumer research revealed that employees of Turkey’s largest private bank, Isbank, needed support to improve customer service for a wide range of retail banking products and services. For Isbank’s learning team, the challenge was finding an engaging, effective, and easily accessible learning solution on detailed, complicated topics for a geographically dispersed and demographically diverse workforce.
In this session, you’ll find out how Isbank used gamification as an engaging strategy for learning. You’ll explore how Isbank’s team identified rationales for choosing gamification as a learning solution. With the live demo, you will see the implementation of design principles for an engaging learning experience. This presentation will give you ideas for how to use online games for your detailed and complicated learning topics; how to improve user adoption; and how to measure a gamification project’s contribution to learning.
In this session, you will learn:
- About the reasons to select gamification as a learning solution
- What makes a gamification learning project engaging and reusable for difficult and detailed topics
- How to analyze the gamification project’s results for an effective learning experience
- About user experience examples of gamification in real-life implementation
- How to interpret the learners’ behaviors in the means of contribution to learning
Audience:
Novice to advanced designers, developers, project managers, and
managers.
Technology
discussed in this session:
IsVille game
Niyazi Arda Aygül
Learning Technologies Manager
Türkiye Is Bankasi (Isbank)
Niyazi Arda Aygül is a learning technologies manager at Isbank, Turkey’s largest private bank. The last project he led, Isbank’s strategy game IsVille, was the Gold winner for Best Learning Game at the Learning Technologies Awards 2016. Throughout Arda’s more than 10-year HR and corporate learning career, he has worked on eLearning, video learning, gamification, and LMS projects. Arda currently coordinates the team responsible for technology-supported learning solutions strategy for over 24,000 employees of Isbank. He shares his experiences and thoughts on technology and learning in his personal blog, and he is also passionate about playing real-time strategy games.
704 Game Changer: Playing Your Way Through Niche or Dry Content
8:30 AM - 9:30 AM Friday, October 27
Antigua B
We’ve all had it happen—your employees did the compliance training, the required certification, the new content module, etc.—but a week later you realize that they retained nothing. Companies often overlook content that begs to be gamified—the very niche, complex, or boring content. Your new-hire orientations, compliance training, and required or annual certifications that your employees complete because they have to are the exact training that require your gamification investment to ensure the content isn’t glossed over and that your employees actually learn and retain the content and skills they need to succeed at work.
In this session, you’ll learn how a three-day PowerPoint lecture series for new-hire orientation was revitalized by gamifying the experience, leaving lasting impact on its learners and making waves in the field of learning and development. You’ll learn all the game elements that you need to take niche or dry content and turn it into engaging in-person or online games that your employees will talk about for months. You’ll walk away with ways to break major functions of your organization into a game that feels both approachable and grounded in reality. Design an unforgettable experience that will promote your learning objectives and have sustainable impact!
In this session, you will learn:
- Why gamification is so effective for making niche content accessible and engaging
- How to work with SMEs to tease out vital content
- About specific ways in which gamification cultivated empathy among participants for the work performed by their colleagues
- About game design elements that break down silos across the organization and enable people to see how their specific role impacts others across the company
Audience:
Novice to advanced designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Articulate Storyline 2 and Microsoft SharePoint.
Marci Morford
Learning Strategist
MarSea Consulting
Marci Morford is a learning strategist and leads MarSea Consulting, which builds custom training for companies that have outgrown their startup phase and are ready for streamlined, scalable, efficient training. She develops programs based on business goals, with laser focus on the ROI that growing companies require. Marci is also the director of programs of ATD Puget Sound, where she is currently overhauling traditional monthly lectures into a series of learning games, workshops, and parties. Marci writes for TD Magazine and won DemoFest at DevLearn 2017 (Best of Show - Non-Vendor) with the immersive, blended-learning onboarding game she developed for a global health non-profit.
Miranda Greenberg
Learning & Development Specialist
SightLife
Miranda Greenberg is a learning and development specialist at SightLife. She is a young L&D professional who’s already made a splash in the industry as the subject of a TD magazine article, “A Vision for Growth,” in 2016. Miranda combines her natural design talents with an innate sense of innovation to create learning experiences that drive results. She builds impactful training programs with stunning eLearning experiences and engaging instructor-led training. With a background in global health and medical anthropology, Miranda constantly seeks out new ways to impact lives around the world.
808 Overcoming Barriers to Games and Gamification for Learning
10:00 AM - 11:00 AM Friday, October 27
Montego B
Games and gamification are new ideas to many organizations. Executives may perceive games for learning as child’s play, or may struggle to understand how they’re different from the scenario-based learning you already have. Furthermore, some see gamification as an artificial reward system that will have no long-term benefits.
Moving your organization forward with new approaches to learning and development can be challenging—especially when the new approaches involve nontraditional ideas or technologies. Join our panel of experts as they discuss how you can overcome the most common barriers to games and gamification and ramp up your organization’s performance.
Bianca Woods (Host)
Customer Advocacy Manager
Articulate
Bianca Woods is a customer advocacy manager at Articulate. Her past experience includes working on the community and event programming for the Learning Guild, learning and communications roles at BMO Financial Group, and teaching art. Bianca is passionate about how visual design and multimedia can help people learn, loves test-driving new technology, and collects photos of bizarre warning signs.
Nick Floro
Learning Architect/Imagineer
Sealworks Interactive Studios
Nick Floro, a co-founder and learning architect at Sealworks Interactive Studios, has over 25 years of experience developing learning solutions, applications, and web platforms. Nick is passionate about how design and technology can enhance learning and loves to share his knowledge and experience to teach, inspire, and motivate. As a learning architect, Nick gets to sketch, imagine, and prototype for each challenge. He has worked with start-ups to Fortune 500 companies to help them understand the technology and develop innovative solutions to support their audiences. Nick has won numerous awards from Apple and organizations for productions and services.
Alexander Salas
Learning Experience Designer
StyleLearn
Alexander Salas is an instructional systems developer and learning experience designer with 14 years of experience specializing in the blend of learning technologies and gamification for performance outcomes. Since 2007, Alex has worked in every facet of corporate learning and performance enablement for Fortune 100 enterprises such as Philips, Centene Corporation, and Dell Technologies. He's the owner of StyleLearn, an eLearning design firm helping clients of all sizes. He's also the chief of awesomeness at eLearning Launch, the online academy for digital learning professionals.
Marci Morford
Learning Strategist
MarSea Consulting
Marci Morford is a learning strategist and leads MarSea Consulting, which builds custom training for companies that have outgrown their startup phase and are ready for streamlined, scalable, efficient training. She develops programs based on business goals, with laser focus on the ROI that growing companies require. Marci is also the director of programs of ATD Puget Sound, where she is currently overhauling traditional monthly lectures into a series of learning games, workshops, and parties. Marci writes for TD Magazine and won DemoFest at DevLearn 2017 (Best of Show - Non-Vendor) with the immersive, blended-learning onboarding game she developed for a global health non-profit.