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Getting Into the Flow: How Casual Games Increase Learning Engagement

Axonify

To make things more frustrating, games like Pokémon Go have captured the imagination and energy of millions of individuals. One route is to let employees play games. Not multi-hour role-playing games, for instance, but casual, quick games that take place over a few moments. Think Candy Crush, Breakout or Angry Birds.

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Serious Games & e-learning Gamification #ICELW Concurrent Session Notes

Learning Visions

Games = organized play (Prensky (2001) Serious games = games with purpose Gamification = use of game design elemnts in non-game contexts (Deterding, 2011) Beyond complexity…a methodology (HEXA-GameBasedLearning GBL): 1. Inter-group competition and cooperation – one of the most fundamental of game mechanics.

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Getting Into the Flow: How Casual Games Increase Learning Engagement

Axonify

To make things more frustrating, games like Pokémon Go have captured the imagination and energy of millions of individuals. One route is to let employees play games. Not multi-hour role-playing games, for instance, but casual, quick games for employees that take place over a few moments.

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How to use Bloom's Taxonomy in Custom eLearning Content Development?

Thinkdom

Understanding Bloom's Taxonomy Bloom's taxonomy is a classification system that categorizes learning goals into six hierarchical levels, each representing a different cognitive skill. However, in 2001, it was revised to inculcate modern concepts of learning into the system.

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Agile Microlearning Explained

Cognitive science theories already supply the answers. Learner engagement and retention doesn’t have to be a mystery. Learn how OttoLearn packages them into a single platform you can use to deliver microlearning based reinforcement training, and go beyond completions to focus on outcomes.

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Definition: Metacognition

Kapp Notes

What people know about how (their own) cognitive processes operate is termed metacognition (cognition about cognitive processes). information as cited by Lawanto, 2010) It has also been defined as a process by which the brain organizes and monitors cognitive resources. 1979) Cognitive Processes. Cuasay, 1992).

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Ruth Clark: eLearning and the Science of Instruction: A 10 Year Retrospection

Learning Visions

gaming…the cloud. Multimedia principles – basically the same Growth in scenario based In 2001 = about 11% of delivery media was elearning; in 2009 to 36% – gradual decrease in instructor led. The cognitive model of working memory hasn’t changed that much. But now we’re talking more about cognitive load. new family?

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