Mediadata
Imprint
Contact
Terms & conditions
   
       HOME       NEWSLETTER       RSS           SEARCH    



EVENTS
CORPORATE ELEARNING
News
Trends
Interviews
UNIVERSITY
SCHOOLS
EUROPEAN PROJECTS
SERVICES
LINKS
ARCHIV
Recognizing ExcellencePRINT
Final Call for Entries for the Annual eLearning Awards
Twyford (UK), June 2008 - The deadline for entries and submissions for the eLearning Awards 2008 is Monday 30 June 2008. e.learning age is taking entries for the eLearning Awards 2008. The Awards have continued to build on previous successes and last year attracted well over 100 entries from all over the world. This year there are five brand-new award categories.

The primary objective of the awards is to recognise excellence in the eLearning industry - the programmes, projects, and strategies that have enjoyed the greatest success this year.

The gala Awards Evening will take place on Thursday 6 November 2008 at the five-star Sheraton Park Lane Hotel in central London.

The thirteen award categories are:
  • Most innovative new product in eLearning
  • Most innovative application of learning technology
  • Excellence in the production of learning content
  • Meeting the needs of compliance for an external regulator or an internal workforce.
  • The best eLearning project securing widespread adoption
  • Best use of rapid eLearning content
  • Best use of synchronous eLearning
  • Best online or distance learning project
  • Best learning game, simulation or virtual environment
  • ELearning project team of the year
  • ELearning development company of the year
  • ELearning industry award for outstanding achievement - individual
  • ELearning industry award for outstanding achievement - corporate
 
For more information
 
 
Printview
recommend article
contact CHECKpoint
 
 




Top ___________ ___________ ___________ ___________ ___________ ___________ ___________
   
 
 
 
Premium Content 
Second Life as
an eLearning Platform
3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?" More information