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Video games as Good Teachers

Kapp Notes

It is obvious that games are immensely popular, what is less obvious is that they are also powerful teachers who have been “schooling” a generation for the past 30 years. Games are filled with goals. Contrast that gaming environment with a typical classroom environment that dominates the current educational landscape.

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How to Prevent Member Education Burnout

Association eLearning

Adults retain 20% of what they read and hear, 40% of what they see, 50% of what they say, 60% of what they do, and 90% of what they see, hear, say and do (Copeland, 2003) [3] Anything you can do to keep learning offerings from being passive experiences will help make the content more engaging and memorable. Engaging content. 21 Iss 7 pp.

Education 100
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Creating a Natural, Engaging Conversation in Your Simulation or Game

Kapp Notes

One company that has capitalized on this idea is Jellyvision the makers of the popular trivia game You Don’t Know Jack which was first released in 1995. In the game, the announcer interacts with the players of the game as if they were all in the same room or studio. When you play the game, you know they’ve succeeded.

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Networked noughties 2003-2005

Learning with e's

Today I continue the retrospective with a review of the years 2003-2005. The first of the 'giants' was launched in August of 2003. Just a couple of months later in October 2003, Mark Zuckerberg launched a small scale service for his friends and colleagues called Facemash at Harvard University. What would 2006 bring?

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Agile Microlearning Explained

Learner engagement and retention doesn’t have to be a mystery. Cognitive science theories already supply the answers. 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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Competition & Cooperation in Gamification

Kapp Notes

Crawford, 2003). Primarily used in content gamification, working together to overcome a challenge or solve a mystery is a method of adding game elements to instruction. It has been found that serious games are more effective when played in groups for learning. 2003) Chris Crawford on game design. Crawford, C.

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Accelerate Employee Performance Using the Learning Curve: Part 3 Knowledge Formation

Infopro Learning

Prior to joining InfoPro, Kyle served as a research associate on subjects including e-learning, online education, game-based learning, and social media usage in higher education at St. Download the Timing is Everything White Paper. Sources: Jacobs, R. Structured on-the-job training: Unleashing employee expertise in the workplace.”

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