Consulting: Digital Learning / Virtual Office
Organizational learning refers to employees acquiring knowledge, skills, competencies, attitudes
What is Curriculum Design?
Creating tailored E-Learning solutions that match with the client’s requirements and staying in sync with the constantly updating client needs. Having been in the industry for over 15 years now, Bilingual Solutions specializes in the development of educational platforms for your business or educational institution and its courses using the methodology of ADDIE. The ADDIE model is a systematic instructional design model consisting of five phases: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation.
Optimal Learning Environments!
Our knowledge of the Learning Theory translates to knowledge of instructional methods, that moves towards creating optimal learning environments!
We identify learning needs based on learning theories and apply the core methodology of ADDIE and other models of instructional design to create effective learning materials.

Learner-Centered Design
Learning Theories
Behaviorism
References
Skinner, B. F. (2011). About
Watson, J. B. (2013). Behaviorism. Read Books Ltd.
Pavlov, I. P., & Anrep, G. V. (2003). Conditioned reflexes. Courier Corporation.
Cognitivism
The cognitivist revolution replaced behaviorism in
References
Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective.Performance improvement quarterly, 6(4), 50-72.
Cooper, P. A. (1993). Paradigm Shifts in Designed Instruction: From Behaviorism to Cognitivism to Constructivism. Educational technology, 33(5), 12-19.
Constructivism
A reaction to didactic approaches such as behaviorism and programmed instruction, constructivism states that learning is an active, contextualized process of constructing knowledge rather than acquiring it. Knowledge is constructed based on personal experiences and hypotheses of the environment. Learners continuously test these hypotheses through social negotiation. Each person has a different interpretation and construction of
References
Vygotsky, L. S. (1980). Mind in society: The development of higher psychological processes. Harvard university press.
Piaget, J. (2013). The construction of reality in the child (Vol. 82). Routledge.
Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective.Performance improvement quarterly, 6(4), 50-72.
Social Learning Theory
People learn through observing others’ behavior, attitudes, and outcomes of those behaviors[1]. “Most human behavior is learned observationally through modeling: from observing others, one forms an idea of how new behaviors are performed, and on later
Social learning theory explains human behavior in terms of continuous reciprocal interaction between cognitive, behavioral, and environmental influences.
References
Bandura, A. (1977). Social Learning Theory. New York: General Learning Press.
Bandura, A. (1973). Aggression: A Social Learning Analysis. Englewood Cliffs, NJ: Prentice-Hall.
Bandura, A. & Walters, R. (1963). Social Learning and Personality Development. New York: Holt, Rinehart & Winston.
Gamification in Education
Gamification in education, or gamification in learning, is sometimes described using other terms: gameful thinking, game principles for education, motivation design, engagement design, etc. It is different from game-based learning in that it does not involve students making their own games or playing commercially-made video games. It operates under the assumption that the kind of engagement that gamers experience with games can be translated to an educational context towards the goals of facilitating learning and influencing student behavior. Since gamers voluntarily spend lots of hours playing games and problem-solving, researchers and educators have been exploring ways to use the power of
References
Malone, T. W. (1981). What makes things fun to learn? A study of intrinsically motivating computer games.
E-learning Design Principles
The researchers started from an understanding of cognitive load theory to establish the set of principles that compose e-learning theory. Cognitive load theory refers to the amount of mental effort involved in working memory, and these amounts are categorized into three categories: extraneous, intrinsic, and germane.
Extraneous cognitive load is any effort imposed by the way that the task is delivered (having to find the correct essay topic on a page full of essay topics).
Intrinsic cognitive load refers to the effort involved in performing the task itself (actually writing the essay).
Germane cognitive load describes the effort involved in understanding a task and accessing it or storing it in long-term memory (for example, seeing an essay topic and understanding what you are being asked to write about).

Award winning innovative training Solutions
BEST BUSINESS TRAINING & EDUCATION PLATFORM DEVELOPERS 2020
MOST INNOVATIVE IN EDUCATION & TRAINING SOLUTIONS 2019/20. ISTUDY AWARD
LEADING SPECIALISTS IN EDUCATIONAL PLATFORM DEVELOPMENT 2019

The Best Solution For Professional Development
A PERFECTLY INTEGRATED AWARD-WINNING LEARNING SOLUTION