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Create Autonomy in Gamification and Other Learning Environments

Kapp Notes

Fake choices = fake interest in the learning event. Autonomy refers to the initiative and freedom a person experiences when engaged in an activity in the absence of external pressure with respect to his or her personal goals (Ryan & Deci 2000). Carefully consider how you craft learner choices in any instructional environment.

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Evaluating Your eLearning

eFront

Similarly, research in game studies has generally focused upon approaches based upon playing leisure games, and therefore do not take enough account of factors including the context, learning theory and practice and the attributes of the learner and learner group.” (de de Freitas & Oliver 2006, p.262). References.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Reference: Baylor, A. Reference : Fox, J. &

DevLearn 242
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Reference: Baylor, A. Reference : Fox, J. & & Kim, Y.

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Reference: Baylor, A. Reference : Fox, J. &

ASTD 228
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#ASTDNY Presentation Resources

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Reference: Baylor, A. Reference : Fox, J. & & Kim, Y.

Resources 165
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Resources from Learning 3.0 Conference Presentation

Kapp Notes

Enspire Learning. Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Reference: Baylor, A. Reference : Fox, J. &