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Evaluating Your eLearning

eFront

The fact is, any eLearning program that uses game-like features in the form of reinforcement exercises, assessments and simulations is safely classified as a serious game or a training game. de Freitas & Oliver 2006, p.262). By the end of this exercise, you will have a complete report ready for your stakeholders! References.

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ASTD ICE 2013 Presentation Resources

Kapp Notes

Here is some content and references from the presentation. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.

ASTD 228
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#ASTDTK14 Slides and Resources

Kapp Notes

Here is some content and references from the presentation. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.

Slides 203
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Here is some content and references from the presentation. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.

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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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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions. Combining Zombies and Running…Gamification of Exercise.

DevLearn 242
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Resources from Learning 3.0 Conference Presentation

Kapp Notes

Here is some content and references from the presentation. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.