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Online Learning and Self-Determination Theory

B Online Learning

Motivation is the energising force that initiates and sustains behaviour and is valuable because it produces results (Ryan and Deci, 2000). Extrinsic motivation on the other hand as defined by (Deci & Ryan, 1985; Ryan & Deci, 2000) is: a construct that pertains whenever an activity is done in order to attain some separable outcome.

Theory 197
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Accelerate Employee Performance Using the Learning Curve: Part 4 Optimum Performance

Infopro Learning

Download the Timing is Everything White Paper. Sources: Saks, A., Haccoun, R., & Belcourt, M. “Managing performance through training and development.” ” Cengage Learning: Boston. “The Learning Style Inventory: Technical Manual.” ” McBer & Company: Boston. Leonard-Cross, E. Kilburg, R.

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Accelerate Employee Performance Using the Learning Curve: Part 4 Optimum Performance

Infopro Learning

Download the Timing is Everything White Paper. Sources: Saks, A., Haccoun, R., & Belcourt, M. “Managing performance through training and development.” ” Cengage Learning: Boston. “The Learning Style Inventory: Technical Manual.” ” McBer & Company: Boston. Leonard-Cross, E. Kilburg, R.

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Understanding Gen Z—the New E-Learning Generation

LearnDash

This group is comprised of individuals born between 1995 and 2010. According to the Pew Research Center , up until about the year 2000, roughly have of teens held a summer job. This means that the focus must now shift to the incoming generations: Gen Z , otherwise known as iGen.

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70:20:10 Primer

Performance Learning Productivity

1] 70% (Tough, 1971, 1979); 70% (Bruce, Aring, and Brand, 1998); 62% (Zemke, 1985 and Verespej, 1998); 70% (Vader, 1998); 85-90% (Raybold, 2000); 70% (Dobbs, 2000); 75% (Lloyd, 2000) [2] McCall, 2010 - For More Detail For some time I have been working with two friends and co-authors on a practical book titled ‘ 702010 Towards 100% Performance’.

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Gamification 101 – The Basics

LearnDash

Below are some general facts about gamification: In 2010, roughly $100 million was spent on gamification. The very next year in 2011, over 70% of Forbes Global 2000 companies planned to use gamification for marketing and consumer retention. Some Gamification Facts & Benefits.

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Are we taking into account the culture surrounding our students?

Kapp Notes

We know from a variety of research (Delpit, 1995; Gay, 2000; Nieto, 2004: Villegas & Lucas, 2002) that successful schools place their students' cultures at the center of their missions and curriculum. Retrieved August 10, 2010 here. Other people's children: Cultural conflict in the classroom. New York: The New Press. Grossman, L.

Culture 177