Welcome

Registration for entries is now open for the Learning Technologies Awards 2023. There are 20 categories to choose from, providing an incredible opportunity to profile the great work you are doing, build customer trust and confidence, impress potential investors and provide employees with international recognition for their work.

All you have to do at this stage is to select and pay for the categories you wish to enter. The entry registration deadline is 17 July 2023 at 17:00 BST. You can then come back to your entries and complete them when it suits you. The submission deadline is 31 July 2023 at 17:00 BST.

Key dates for your calendar

17 July 2023: Entry registration deadline
31 July 2023: Submission deadline
August 2023: First round of judging
8 September 2023: Shortlist announced
11 September 2023: Tables bookings open
Late September 2023: Shortlist presentations to a judging panel online
15 November 2023: Gala evening where winners are announced!

Categories

You can enter different projects in the same category.

There is a fee for each separate entry as follows:
1-2 entries - £170 plus VAT per individual entry
3-7 entries - £165 plus VAT per individual entry
8 or more entries - £160 plus VAT per individual entry

All fees are non-refundable regardless of whether a final submission is made.

If you have any queries regarding any aspect of the Learning Technologies Awards, please contact Jo Penton at jo.penton@learningtechnologiesawards.co.uk

Learning technologies has the potential to have a huge positive impact within an organisation. This award seeks to recognise where excellence across the board, in terms of content, use of technology, and matching design to user and organisational needs, has led to a lasting, measurable and positive impact in the commercial sector.

The project may consist of a single intervention or a broader implementation of learning technologies. The target population may include employees, students, private individuals and other groups. The term ‘learning technologies’ can also be interpreted widely to include all forms of online content, and may incorporate such things as synchronous learning, use of social media, or mobile technologies.

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Learning technologies has the potential to have a huge positive impact within an organisation. This award seeks to recognise where excellence across the board, in terms of content, use of technology, and matching design to user and organisational needs, has led to a lasting, measurable and positive impact in the public and/or non-profit sector.

The project may consist of a single intervention or a broader implementation of learning technologies. The target population may include employees, students, private individuals and other groups. The term ‘learning technologies’ can also be interpreted widely to include all forms of online content, and may incorporate such things as synchronous learning, use of social media, or mobile technologies.

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This award recognises excellent content that enables learning in the commercial sector. There are many ways in which excellence may be judged, such as:

  • The contribution made to individual learning and performance.
  • The views of learners and other key stakeholders.
  • The impact on organisational performance.
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This award recognises excellent content that enables learning in the public or non-profit sector. There are many ways in which excellence may be judged, such as:

  • The contribution made to individual learning and performance.
  • The views of learners and other key stakeholders.
  • The impact on organisational performance.
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Devices such as smart phones, tablets and games consoles are enjoying increasing use for the delivery of learning and performance support. This category seeks to recognise those projects that make innovative and effective use of mobile devices to reach audiences, achieve goals or deliver efficiencies that were previously unobtainable.

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The usefulness of social and collaborative technologies to increase the reach and power of informal learning is becoming increasingly recognised by organisations. This award seeks to find examples of organisations that are effectively using social and collaborative technologies to enhance learning opportunities and meet organisational needs.

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One of the most popular uses of learning technologies is to provide training that is required by an organisation to comply with the demands of an external regulator or to satisfy a policy requirement from within an organisation. An important aspect of this training will be the quality of assessment and record keeping. One of the most popular uses of learning technologies is to provide an onboarding programme that introduces new employees to an organisation and their role within it.

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As we have seen repeatedly over the past 30 years, innovative new products have the potential to revolutionise the way learning is designed, delivered, supported, enhanced or managed. This award seeks to recognise such products.

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This award seeks to recognise games that play a key role in the support of specific learning aims. We will recognise innovative uses of these techniques, as well as the extent to which they lead to greater engagement, enjoyment and motivation, and provide a more effective learning experience than more traditional approaches.

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This award seeks to recognise simulations and virtual environments that play a key role in the support of specific learning aims. We will recognise innovative uses of these techniques, as well as the extent to which they lead to greater engagement, enjoyment and motivation, and provide a more effective learning experience than more traditional approaches.

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Learning technologies are often only part of a bigger, blended learning programme of activity designed to bring about change. This award seeks to find examples of outstanding blended learning, in which learning technologies and other strategies and media have been applied to complement each other to achieve an overall organisational goal.

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Learning technologies are often only part of a bigger, blended learning programme of activity designed to bring about change. This award seeks to find examples of outstanding blended learning, in which learning technologies and other strategies and media have been applied to complement each other to achieve an overall organisational goal.

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Learning technologies are often only part of a bigger, blended learning programme of activity designed to bring about change. This award seeks to find examples of outstanding blended learning, in which learning technologies and other strategies and media have been applied to complement each other to achieve an overall organisational goal.

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A learning platform has the potential to have a huge positive impact within an organisation. This award seeks to recognise that impact in terms of contribution to organisational success, use of smart new technologies, impact on the learners and return on investment.

The learning platform will consist of a single implementation or cloud solution for a specific organisation. The term ‘learning platform’ can also be interpreted widely to include all forms of systems that manage the learning processes of an organisation, for example LCMSs and other software systems that help organise and support learning.

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  • Many organisations are increasingly looking towards the emerging role of data analytics to provide valuable insights into the impact of their learning programmes on both learner and business performance, and to inform important business decisions.

The judges will want to see analytics that go beyond the traditional learning consumption data (i.e. ‘completions'), and will want to see how a digital learning programme, campaign or experience delivered measurable change.

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Many organisations are undertaking fundamental transformations of their learning programmes to embrace the benefits of embedding digital learning technologies into their ways of working, their methodologies and the structures at the heart of their business strategy.

‘Digital learning transformation’ here means much more than simply ‘going online’, and judges will what to know how meaningful transformation has been planned, implemented and supported, and what its impact has been on the business.

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This award recognises teams who have achieved a positive change within their organisation using learning technologies as a performance development tool.

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To win this award, organisations must demonstrate a positive contribution to their service/product offering backed up by solid customer service, account and project management. They must also show that they have made positive steps in exceeding customer expectations and that these are backed up by testimonials and other supporting evidence. Both quantitative and qualitative evidence will be taken into account.

This award recognises learning technologies organisations that have:

  • Achieved exceptional and demonstrable results for its customers as a direct result of the e-learning it has developed.
  • Demonstrated solid customer service, account management and project management.
  • The work of the organisation has benefitted the wider e-learning community.
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This is an individual award that recognises the contribution that learning designers make to the success of learning technologies projects. Learning designers are taken to mean those who work with subject matter experts to specify and write learning materials subsequently realised by learning developers and graphic artists. 

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This is an individual award that recognises the contribution that developers make to the success of learning technologies projects. Developers are taken to mean anyone involved in realising designs specified at the learning design stage, and thus may include software developers, graphic artists or video developers. The award is assessed based on consistent high quality and effective development work over at least four years.

Individuals must demonstrate that their work is characterised by a number of key qualities, as follows.

  • The learning developer demonstrates a quick and detailed understanding of the requirements of the brief.
  • The learning developer produces the most appropriate learning media or software solutions within set constraints.
  • The learning developer shows originality and inventiveness where this matches the requirement.
  • The learning developer is proactive in seeking out and adopting innovative tools and techniques.
  • The learning developer has demonstrated consummate communication skills with external clients and/or internal project teams.
  • The learning developer is exemplary in their responsiveness and adaptability, for example by proactively seeking solutions and making suggestions to the learning designer about approaches that are more efficient to build whilst not sacrificing usability.
  • The learning developer has produced consistent high quality and effective media or software solutions over a number of years.

Evidence for the submissions will be based on a portfolio of projects. It should be backed up by testimonial and other supporting evidence from users and other stakeholders.

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AWARDS SUBMISSION CLOSING DATE