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TrainingMagazine Network Presentation Resources: Interactivity, Games and Gamification: Creating Engaged Learners

Kapp Notes

Here are some videos of the gamification products we discussed. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Combining Zombies and Running…Gamification of Exercise. Sneak Peak: My Book on Gamification of Learning and Instruction. Here are the slides.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Saw a bunch colleagues and friends, and had lots of fun in the Gamification Workshop. So the slides to the Gamification workshop can be found here. Understanding Games and Gamification for Serious Learning. Understanding Games and Gamification for Learning from Karl Kapp. Pictures from the Gamification Workshop.

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What Is A Learning Management System (LMS)? Less Than 100 Words

Roundtable Learning

Here are just a few popular features for current LMS platforms: Offline learning trackers – giving learners the ability to work through content when they are not connected to the internet. Gamification – the ability to integrate games, quizzes, badges, or leaderboards. Year Founded: 2005. WooCommerce. Section 508.

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

Here are the slides from my presentation, my workshop on “Games and Gamification” with Koreen Olbrish will be in another post. The “Immernet”: Immersive Learning through Games, Gamification and Virtual Worlds from Karl Kapp. Combining Zombies and Running…Gamification of Exercise. Reference: Baylor, A. & Kim, Y.

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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Games, Interactivity, Gamification for Learning: Creating Engaged Learners from Karl Kapp. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Combining Zombies and Running…Gamification of Exercise. Sneak Peak: My Book on Gamification of Learning and Instruction.

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ASTD ICE Slides

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. Reference: Baylor, A.

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Resources from Learning 3.0 Conference Presentation

Kapp Notes

Training Magazine Presentation: Gamification of Learning & Instruction from Karl Kapp. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Combining Zombies and Running…Gamification of Exercise. Sneak Peak: My Book on Gamification of Learning and Instruction.