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Networked noughties 2003-2005

Learning with e's

Yesterday I mapped the significant technological events of the years 2000-2002. Today I continue the retrospective with a review of the years 2003-2005. The first of the 'giants' was launched in August of 2003. In June 2003 we also saw the inception of a little known 3D multi-user virtual environment called Second Life.

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Create Autonomy in Gamification and Other Learning Environments

Kapp Notes

Autonomy refers to the initiative and freedom a person experiences when engaged in an activity in the absence of external pressure with respect to his or her personal goals (Ryan & Deci 2000). Educational Technology Research Development 60, 1015–1032 DOI 10.1007/s11423-012-9267-0.' Clark & Mayer, 2011; Reeve et al.,

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Interactivity

Kapp Notes

In The 2000/2001 ASTD Distance Learning Yearbook. Engelewood Cliffs, New Jersey: Educational Technology Publications. [3] 2000) Designing web-based training. References. [1] 1] Moore, M. 2001) Three types of interaction. Karen Mantyla. Alexandria VA: ASTD. [2] 2] Fleming, M. & & Levie, H. 3] Horton, W. 4] Najjar, L.

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Networked noughties 2000-2002

Learning with e's

The speed at which these technologies have become a part of our every day experience is quite astonishing and it is exemplified in the noughties. In this short series of blogposts, I want to look back over the years 2000-2009, to map the key moments when the digital decade changed our lives. We didn't need to wait too long.

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Gamification: Why It’s Good

LearnDash

Coined in 2003, the term “gamification” did not take off in usage until about four years ago. One research company, Gartner, predicts that by 2015 more than 70% of 2000 different global organizations they track will be using at least one form of gamification in their business practices. What It Is. gamification'

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Sur la voie de l’entreprise apprenante?: évolution des modèles de maturité -Partie 2-

CrossKnowledge

Les années 2000 et le Capability Maturity Model. Celui-ci s’est popularisé dans les années 2000, en même temps que l’ingénierie web. Depuis ses débuts en 2003, plus de 8 500 organisations ont contribué à ce ‘ Health Check ’. Tous ces modèles (voir partie 1) ont ainsi préparé la naissance du concept de «?maturité?» maturité?»

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The survival of higher education (2): Changing times

Learning with e's

My two keynotes were conceived, written and presented over a decade ago in 2000, at a time when the Web was still in its infancy. Finally, I will suggest that there are five key objectives to achieve if universities are to achieve success in the use of learning technologies in the future. Changing Times It is now time to take stock.

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