What Happens in a Story…Happens in Your Brain
JANUARY 8, 2015
The research study titled “Reading Stories Activates Neural Representations of Visual and Motor Experiences” appeared in the August 2009 issue of the journal. 2009). We all intuitively know that when we hear or read a story, we often will mentally “act out” various aspects of the story and vividly visualize what is happening within the story. Research Study. Citation. Speer, N. K.,
Three Guidelines for Effectively Integrating Games in the Classroom
MARCH 19, 2015
Wouter, 2013, Ke 2009, Hays,2005). Ke (2009) found that the learning outcomes achieved through computer games depend largely on how educationalists align learning (i.e., 2009). Here are three guidelines culled from research on the subject. The vast frozen wilderness faces the player as she learns about heat flow formula. Embed the instructional game into the curriculum. 2005).
2009 Top Posts and Topics: Kapp Notes
DECEMBER 4, 2009
The ASTD Big question this month is an annual question: What did you learn about learning in 2009? So one of the tasks I will do to answer this question is to see what posts were the Best of 2009 from several different sources. How Long Does It Take to Develop One Hour of E-Learning-Updated for 2009. I had done some work in this area in 2003 and wanted to see if any information had changed. Here are my top posts via Google Analytics for 2009.(I'll So there are my most popular posts for 2009. First from eLearning Learning , Here are my top posts. Random Web 2.0
Engagement: A Critical Element in Learning and Gamification
JANUARY 27, 2014
Gibson, 2009). Merrill (2009. P. 2009). 2009) First principles of instruction. If you want to have effective learning engagement, in gamification or any type of learning, you need to consider carefully how to grab and hold the learner’s attention. You need to develop approaches to engage the student. Mode 1: Cognitive interactivity or interpretative participation.
Impact of Games on the Economy, the World and Schools
MARCH 26, 2012
GDP in 2009. Here are some interesting facts about the video game industry in terms of the impact on society from The Entertainment Software Association web site. study, “Video Games in the 21st Century: The 2010 Report,” detailed the impact that computer and video game companies have on America’s economy. Over the same period, the entire U.S. The U.S. billion.
#DevLearn 2012: Kapp Presentation Resources
OCTOBER 31, 2012
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). Wow, had a great 3 days at DevLearn, met some absolutely wonderful, fascinating and brilliant folks. Saw a bunch colleagues and friends, and had lots of fun in the Gamification Workshop. 2006). 2005). 2008).
Observe the Supreme Court, Become President, Negotiate Peace with Online Games
OCTOBER 27, 2009
Here are three games that can be used to teach the civics topics of how elections are conducted, how the Supreme Court functions and the complicated issues of the Middle East. Supreme Court Justices in the game Supreme Decision. Supreme Decision," the first of several planned web-based games, went online earlier this month as part of a project called Our Courts. In it, students can play a U.S.
Resources from Learning 3.0 Conference Presentation
OCTOBER 25, 2012
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). Met some wonderful people in Chicago, reconnected with old friends and co-author Tony O’Driscoll and had a great time!! The river cruise was a lot of fun and educational. Learning 3.0 Enspire Learning.
ASTD ICE 2013 Presentation Resources
MAY 21, 2013
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). Here are the resources from my ASTD ICE 2013 presentation. W209 – Interactivity, Games, and Gamification: A Research-Based Approach to Engaging Learners Through Games from Karl Kapp. Companies Mentioned. Enspire Learning. Zombies Run. Game On! Learning. Axonify. Knowledge Guru. Allen Interactions. Game Development Software ThinkingWorlds (3D Software). Unity 3D (3D Software, fairly Complex). Axonify.
Show The Learner Visible Signs of Their Learning
JANUARY 29, 2014
This idea is embodied in Merrill’s application principle that “instruction should provide coaching, which should be gradually withdrawn to enhance application” (Merrill, 2009, pp. 2009) First principles of instruction. One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). References.
Webinars: Past, Present and Future
DECEMBER 15, 2009
The webinar begins on December 17, 2009, at 2 p.m. Here are links to webinars past, present and future.not quite a Christmas Carol but. Past: Here is a link to the presentation I gave last week titled " Reaching and Teaching Across Generations " Screen shot from early in the presentation, the discussion was already lively. It was a lively discussion with good input from the attendees.
ASTD DC Metro 2013 Presentation Resources:Gamification of Learning
MARCH 22, 2013
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). Had a great time last night with the wonder folks from the ASTD DC Metro chapter, a full house with lots of great questions and interactions. well played game by both teams. Companies Mentioned. Zombies Run.
8 Scary and Uncomfortable Reasons for the Growth of Virtual Worlds
DECEMBER 1, 2009
S top, proceed with caution. While I think there are many legitimate reasons why an organization should partake in virtual immersive environments (VIEs) for learning and collaboration, there are also some "less-than-comfortable" reasons organizations are leaning in this direction. Many times these reasons aren't discussed but they are just as valid in the minds of many. Pandemic(s) People are becoming more and more paranoid about contagious disease and these diseases are getting more and more pressing making people more nervous about "catching something." won't. Are these on target?
Feedback Essential for Video Games and Learning
MARCH 17, 2011
UX Week 2009 | Robin Hunicke | Wildflowers: The UX of Game/Play from Adaptive Path on Vimeo. One of the features video games, board games and other types of games have over traditional learning environments is the frequency and intensity of feedback. Feedback in games is almost constant. Feedback in learning or playing games is designed to evoke the correct behavior, thoughts or actions.
Presentation Resources and Notes from IMU Learning Webinar Series
MARCH 20, 2012
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). Tonight I am speaking at the IMU Learning Webinar Series. ” My talk this evening is on the topic of “Games, Gamification and the Need for Engaging Learners.” 2006). 2005). Media Psychology.
Irish Learning Alliance Visit
MARCH 28, 2009
NetWORKed Learning - Redefining Learning in a World Gone Web Dr. Tony O'Driscoll, Fuqua School of Business, Duke University Informal Learning Becoming Formal Al Johnson, Senior Advisor, Bersin & Associates ILA ELITE 2009 - Tools for our Times Jonny Parkes, Chairman, Irish Learning Alliance The visit was on March 16th, one day before Saint Patricks Day. One of my most authentic St.
Spending Some Time At Penn State to Learn about Games and Social Media
OCTOBER 21, 2009
Beaver Stadium, home of Penn State Nittany Lions. The past few days, I have spent quite a bit of time at Penn State University. First I visited for the football game against Minnesota. That was a cold, wet day but we still had a great time! Next, I returned to learn about the use of Social Media across the Penn State Campus and the development of Penn State's Educational Gaming Commons area.
NOAA: Advice for Federal Agencies about Virtual Worlds & a Great Interactive Example
JULY 10, 2009
Waiting for the tsunami to hit on NOAA's island in Second Life. Check out this article, Living NOAA's Second Life It is about how the National Oceanic and Atmospheric Administration (NOAA)--a government agency--is using a virtual world to reach into the future and it has some great advice on considerations before launching into a virtual world.
How Much for that E-Learning in the Window?
AUGUST 25, 2009
One of the biggest obstacles companies encounter when looking for e-learning is the question.how much does it cost? That question has been around for ages and never seems to have a satisfactory answer. Most e-learning vendors are a little evasive when it comes to answering that question. As a case in point, check out this posting called Does anyone know how to price e-learning? Love the concept.
Another Student Generated Machinima
AUGUST 11, 2009
Here is another example of using one of the learning archetypes (described in Learning in 3D ) to create a lesson in a virtual world created by one of the many talented students in our Instructional Technology program at Bloomsburg University. __ Catalog of Recommended Books, Games and Gadgets Recommended Games and Gadgets Recommended Books Content Guide.
MAY 18, 2012
Ke (2009) conducted a meta-analysis study that found the effects of learning within games was positive in 52% of the studies. As the The Gamification of Learning and Instruction Blog Book Tour has been underway, another interesting discussion has been occurring in the learning blogosphere. It was sparked by Ruth Clark’s article “ Why Games Don’t Teach. ” The article kicked off a firestorm of debate, demands for proof and even name calling. Christy Tucker addresses the question in her post. There is a healthy discussion on the eLearning Guild’s LinkedIn group. The Argument. Games
Learning in 3D: Co-Creation
AUGUST 12, 2009
Here is another great student machinima. This one showing an example of co-creation in the 3D world of Second Life. __ Catalog of Recommended Books, Games and Gadgets Recommended Games and Gadgets Recommended Books Content Guide.
#ASTDTK2013 Resources from ASTD Presentations
JANUARY 30, 2013
This as reported by Fox and Bailenson (2009). In similar study conducted by Yee, Bailenson & Ducheneaut, (2009), had three control group. 2009).Virtual 2009). ASTD TK 2013 has been a great time. I’ve enjoyed spending time with old friends and making new ones. 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. Here are some related resources that you may find of value. 1.
Simulations and Learning how to run a "Code"
JUNE 15, 2009
Taking a break from the Innovation in Learning workshop conducted at Johns Hopkins. My presentation at the Johns Hopkins Medicine Simulation Center was a lot of fun. I got the chance to work with a great group of educators and demonstrate an interactive audience response system and several computer-based simulations. It was interesting. Here we are right before the simulated heart attack.
Apple Keynote.no.not that one
JANUARY 8, 2009
Yes, I am in San Francisco and yes I am at a conference where a representative from Apple is the Keynote speaker but no.it's not Macworld. I am at the Winter 2009 ICT Educator conference. Jon Burgess of Apple presenting to ICT Educators. So the keynote was by Jon Burgess of Apple who did an excellent job outlining what educators should focus on for the future.
Finding a MMOLE/Virtual Learning World Vendor
APRIL 27, 2009
A screen shot from the MMOLE of ProtoSphere. There are a number of preliminary things to consider when beginning to search for vendors to assist you in developing a MMOLE. Tie your request to a business need. Successful projects start by aligning virtual world needs with your organization’s goals. When the vendor understands the business requirements, they can better craft the solution.
Summary of #Games Research Qualitative Literature Review Conducted by Fengfeng Ke
JANUARY 15, 2013
2009). Most of the time a meta-analysis of studies looks at only the numbers as a means of comparison. Here is an interesting qualitative meta-analysis and the highlights of the results. Fengfeng Ke, a researcher focusing on digital game-based learning, computer-supported collaborative learning, and simulations for instructional use, conducted a review of 89 research articles that provided empirical data on the application and effectiveness of computer-based instructional games. Ke chose to conduct a qualitative meta-analysis. Ultimately, she aggregated results from 89 empirical studies.
Combining ID and Marketing
APRIL 15, 2009
Cliff showing how to convert a text-heavy slide into an engaging piece. Cliff Sobel of The Phoenix Group discussed how his team took rather boring and technical slides and converted the content into exciting, engaging and interactive presentation. Cliff explained how instructional technology and marketing are very similar in needs and design considerations.
Virtual Hospitals Protocol
APRIL 6, 2009
Teaching young doctors to work with others is yet another skill that can be taught in a virtual world. In an article titled Can Second Life help teach doctors to treat patients? According to the article: After the avatars enter the computer-generated hospital, they check in at a reception desk, put on an access badge, and then stop by professor Martyn Partridge's office to get their assignment.
APRIL 15, 2009
This presentation discussed how Sharepoint is used to provide Web 2.0 tools for large organizatons. Rachel and Nick discuss using Sharepoint as a Web 2.0 product within their organizations. The team of Troychock and Troychock (Nick and Rachel) presented on the topic of using Web 2.0 technologies for online learning. Each representing a different company who adopted the technology.
Creating, Growing and Selling Your E-Learning Company
APRIL 15, 2009
Bill discusses various funding options for an e-learning company. Bill Jacobs presented to the group his experience of growing and eventually selling an e-learning company. He gave advise on how to consider the value of your company, making employees a part of the company and navigating through the tricky process of negotiating with the buyer. Bill discusses how he purchased an e-learning company.
Trip to Axiom
FEBRUARY 26, 2009
Visiting with alumni Carl and Jen at AXIOM. It is always good to get out and about and visit old friends and meet new ones. Yesterday I presented on the topic of "Gadgets, Games and Gizmos for Learning" at AXIOM Professional Health Learning. There I caught up with a couple of alumni and got to see some interesting and fascinating projects they are developing.
Elements of a Virtual World/Metaverse
JANUARY 29, 2009
Using a virtual world or metaverse for training is not as science-fiction as it sounds. metaverse or virtual world is simply the natural extension and convergence of several technologies currently used for online learning. The first software element that makes up a virtual world is a synchronous learning tool similar to WebEx or Adobe Connect or Saba’s Centra. This is similar to the Web 2.0
Virtual World Brainstorming Session
JANUARY 28, 2009
One of the great things about what I do is getting to meet and work with really thoughtful and creative people and the other day, I got a chance to brainstorm with a group of great people on the topic of Virtual World Implementations. It makes it more fun and more engaging. Clark Aldrich, Karl Kapp and Eilif Trondsen on their way to lunch to continue the discussion on Virtual Worlds.
Implementing a Virtual World
JANUARY 13, 2009
Image from a virtual world created by Forterra. Considering the implementation of a virtual world? Below are a few tips from a interesting whitepaper by Forterra Systems , a company that provides private, virtual world technology for the corporate, healthcare, government, education, and the entertainment industry. The main product of Forterra is OLIVE™ (On-Line Interactive Virtual Environment).
In Defense of the Term “Gamification” as used by Learning Professionals
OCTOBER 14, 2011
Feedback: As you mentioned, another element that is important to facilitate learning is to provide frequent opportunities for students to respond during a lesson (Stichter et al, 2009). Instr Sci (2009) 37:519–536. 2009). Recently, on one of my blog postings Design e-Learning Like a Game Developer: Provide Incentives for Good Work , I received a response related to the fact that “gamification” is the easy-way-out and that we need to be careful about extrinsic motivation, that I was not correct in my posting about the use of extrinsic motivation. Gamification.
You Want a Job? I Give you the F.B.I
JANUARY 7, 2009
One area of the United States economy that is hiring is the FBI. In fact, due to retirments of the boomers and attrition.they need more than a few good men/women. They need a lot! This is just the first of many agencies in the Government that are going to need a lot more people because of retirements. The FBI posted openings for 850 special agents and more than 2,100 professional support personnel.