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Humour and Learning in 3 Questions

KnowledgeOne

They reveal, among other things, that humour helps create an atmosphere conducive to learning, attracts the attention of learners, and stimulates their creativity and motivation (Foll, 2007; Garner, 2005; Guégan, 2008; Ziv, 1979; Rißland and Gruntz-Stoll, 2009). Humour can also help retain information ( Ziv, 1988 ).

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Networked noughties 2000-2002

Learning with e's

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. In 2002 there was failure and success for digital TV. This series continues tomorrow with a review of the years 2003-2005. we began to see signs of what the future would hold.

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Quotes and excerpts on the need for Learning 2.0 from the Best of T+D: 2007-2009

ID Reflections

Excerpts from the Best of T+D | 2007 - 2009 Harold Jarche in Skills 2.0 : As knowledge workers, we are like actors--only as good as our last performance. Professionals are anyone who does work that cannot be standardized easily and who continuously welcomes challenges at the cutting edge of his or her expertise.

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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. 2005 was an eventful year for the digirati. Launched officially in November 2005, YouTube became one of the greatest success stories of social networking, because B.Y.

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test

Steve Howard

Search for: March 2009. December 2009. November 2009. September 2009. March 2009. February 2009. January 2009. December 2005. November 2005. October 2005. September 2005. August 2005. April 2005. March 2005. February 2005. February 2005.

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Hello world!

Steve Howard

Search for: January 2009. December 2009. November 2009. September 2009. March 2009. February 2009. January 2009. December 2005. November 2005. October 2005. September 2005. August 2005. April 2005. March 2005. February 2005. February 2005.

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The Birth of Gamification (History of Gamification Pt.2)

Growth Engineering

2002 – ‘Gamification’ is born. 2005 – The First Modern Gamification Platform. 2009 – Gamification: here, there and everywhere. 2009 saw the launch of Foursquare , an app allowing users to search for and discover new places. Also this Year: America’s Army is released, dubbed by the U.S.