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SHOULD WE REALLY GIVE LEARNERS CONTROL?

Learnnovators

Cut to the year 2001. With this thought, I wanted to check out the study that Will refers to in his article, and see what exactly the authors mean when they refer to learner control. Path refers to the order in which learners tackle the objectives in a course. The answer is more nuanced than a simple this or that.

Learner 130
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What is Interactive Electronic Technical Manual (IETM) and How Does it Work?

Use of IETMs for Navy Air Force Defence

Now, when trouble arises, it’s really difficult to refer 30,000 pages and cross-refer few sections which are in separate hard copies in stipulated time. When pages are more than 25,000 then to access faster, the Database plays a major role. IETM JSG-0852:2001. In this scenario, IETMs have evolved as saviors.

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Getting Into the Flow: How Casual Games Increase Learning Engagement

Axonify

Not multi-hour role-playing games, for instance, but casual, quick games that take place over a few moments. vigilance and stress) (Hamann, 2001; Cahill & McGaugh, 1998). References: Cahill, L., & McGaugh, J. Wouldn’t it be great to capture this sort of attention in a corporate setting? Csikszentmihalyi, M.

Games 165
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The survival of higher education (1): Changing roles

Learning with e's

In May 2000, I was invited to present two keynote speeches about the role technology would play in the future of higher education. It prompted much debate and led to a number of publications which presented my thinking to a wider audience (Wheeler, 2000b; 2001). It is not only the role of the teacher that has changed.

Roles 88
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Metacognition: Test Your Knowledge!

KnowledgeOne

For Flavell, metacognition “refers to the subject’s knowledge of their own cognitive processes and products. It also refers to the active control, regulation and orchestration of these processes” (Flavell quoted by Doly, 1997). Emotions and motivation have a considerable role in the way we experience metacognition.

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Rewards of Glory and Other Ways to Keep Gamification Interesting

Kapp Notes

In the book, rewards (originally derived from thinking about computer role-playing games) are described as such: Rewards of Glory. References. Neal Hallford with Jana Hallford, Swords and Circuitry: A Designer’s Guide to Computer Role Playing Games (Roseville, CA: Prima Publishing, 2001), p. Games Gamification'

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Getting Into the Flow: How Casual Games Increase Learning Engagement

Axonify

Not multi-hour role-playing games, for instance, but casual, quick games for employees that take place over a few moments. vigilance and stress) (Hamann, 2001; Cahill & McGaugh, 1998). References: Cahill, L., & McGaugh, J. Wouldn’t it be great to capture this sort of attention in a corporate setting? Csikszentmihalyi, M.

Games 100