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30.05.2014

Capusability. Capitalisation and reuse of knowledge

Capusability. Capitalisation and reuse of knowledge
“Capusability” is an ambitious project, launched in 2013 by the Centro di Formazione di Intesa Sanpaolo in collaboration with Intesa Formazione Scpa. Its objective is to activate, in their employees, courses of spontaneous self-learning with a view to lifelong learning, by using the training resources already existing within the company.   Indeed, companies often invest in training, producing documents, e-learning objects, videos and presentations whose life-cycle quickly ends because, ...
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27.05.2014

Performance management, the Telecom experience: how to positively communicate evaluation and development plans?

Performance management, the Telecom experience: how to positively communicate evaluation and development plans?
Evaluation and development plans are among the strategic instruments in which a company’s performance management can invest that trigger the idea and willingness to undertake a course of personal improvement in every collaborator, which is at the same time aligned with the company’s macro-objectives. However, it is often the case that these processes are seen as obligatory courses and for this reason they are endured passively.   For this reason, it is important to put in motion a proce...
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20.05.2014

E-learning Masterclass, a solution for producing e-learning courses autonomously

E-learning Masterclass, a solution for producing e-learning courses autonomously
E-learning Masterclassis a new training course – organised by Amicucci Formazione in its office in Civitanova Marche – which aims at making companies autonomous in the planning and internal production of e-learning courses, with a view to enhancing the company and encouraging an “ecological” training that limits waste and optimises internal resources. Providing the instruments, content and practical methods for planning, producing and managing, in total autonomy, training materi...
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06.05.2014

GAMIFICATION: training and e-learning in the times of ‘digital natives’

GAMIFICATION: training and e-learning in the times of ‘digital natives’
The trend of gamification definitely characterises the times we live in and this also reflects on e-learning, a sector of lively trends. However, there are many clues that help us to understand that this is not just a passing fad but a cultural revolution destined to slowly enter our lives and remain there. What is it? Wikipedia explains it in a few words: it is the use of elements taken from games (such as points, levels, rewards, badges) in contexts outside of games. Which contexts? Training, for exa...
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