Kapp Notes

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CSU Resources

Kapp Notes

Here is a course titled How to Increase Learner Engagement which provides ten great ideas for breaking away from the lecture and working toward engaging students on a meaningful level. 14: 215–235, 2000. When you are in the classroom or teaching online, you may want to find new and interesting ways to engage students. And Cull W.

Resources 159
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#Gamification of Learning and Instruction: Blog Book Tour Recap

Kapp Notes

To date, the tour has led to over 2000 books being sold with 200 of them being ebooks and Pfeiffer indicated that the book is the best-selling new title from Pfeiffer this year. The tour has really brought the subject of gamification to light and provided both pros of gamification and highlighted the cons of gamification.

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Adopting Social Media in Your Organization? A Few Considerations

Kapp Notes

Providing up-front assistance and training is essential for the majority of employees to adopt. One or two people using Social Media tools does not change an organization, even 200 makes little impact but 2000 people using Socail Media effects change. A small group will adopt irregardless of training. Prepare to scale quickly.

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Answering #Gamification Questions from a 7th Grade Student-Part 2

Kapp Notes

I believe the term was coined in the early 2000’s but wasn’t widely accepted or adopted until around 2010. This article Types of Structural Gamification provides good examples of the methods used in structural gamification. Here is a link. When was the gamified learning method first used?

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Creating a Natural, Engaging Conversation in Your Simulation or Game

Kapp Notes

The goal of the interaction between the person and computer is to provide the illusion to the person that the computer is aware of the person sitting in front of it. Pause, quit or move on without the user’s response if it doesn’t come soon enough. Creating the Illusion of Awareness.

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Research Article: Success factors for serious games to enhance learning: a systematic review

Kapp Notes

This article examines existing academic literature from 2000 to 2015, extracting shared serious game success factors that have had an encouraging impact on gameful learning experiences. Applying these recommendations whenever serious games are considered will provide a foundation for effective gameful learning experiences.

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Four Industry Announcements

Kapp Notes

Free resource now available that helps providers and training professionals wade through the oceans of e-Learning products available. Designed for use by both providers and training professionals, the eLearning Atlas maps over 1,300 companies and 1,700 products worldwide, with more added every day. What is the eLearning Atlas ?

Industry 157