Kapp Notes

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Keynoting Texas Community College Technology Forum 2010

Kapp Notes

I do a lot of work with community colleges and know first hand the innovative technologies and first class hands-on education that community colleges can provide. On Friday, I’ll be in the big o’le state of Texas speaking about the future of technology for community colleges. Here is a short description of my talk.

Forum 140
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Thinking about Gamification in Learning and Instruction

Kapp Notes

The term “gamification” first appeared in 2008 originating in the digital media industry and did not gain widespread recognition until approximately 2010 (Deterding, et. Combining these dynamics with the game elements above provides a context into which learners can be engaged through gamification. 2010, October 26).

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Seven Interesting and Different Slidedecks on #Gamification

Kapp Notes

It’s got great game graphics and provides results of some research they conducted in an online community with adding gamification elements. Gamification Workshop 2010 from Amy Kim. The first is from Sebastian Deterding: 9,5 Theses on the Power and Efficacy of Gamification from Sebastian Deterding. from Social Physicist.

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Fourth Summer 2012 Learning in 3D Class

Kapp Notes

Dom provides an explanation of how ProtoSphere is deeply integrated with Microsoft Lync Server 2010 and SharePoint 2010. Dom explained how this provides the ability to select from a wide range of virtual room sizes, layouts, styles, and the number and arrangement of media boards, note boards, and SharePoint boards.

Classes 133
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Using Games and Avatars to Change Learner Behavior

Kapp Notes

These results across different methodologies, ages, and cultures provide robust evidence that pro-social games can positively impact pro-social behavior. The study provides empirical evidence that interactive digital games are more effective than non-interactive presentation modes in influencing people’s empathic reactions to social issues.[3].

Behavior 257
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Table: Key Advantages of Serious Games/Immersive Learning Simulations

Kapp Notes

Sitzmann and Ely (2010) in a meta-analysis found that learners participating in simulation game learning experiences have 11% higher declarative knowledge, 14% higher procedural knowledge and 9% higher retention of training material than those trainees participating in more traditional learning experiences. Game Element. Key Advantage.

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Future of elearning industry looks Bright!

Kapp Notes

This provides tremendous potential for learning.” According to a report by Ambient Insight, called “The Worldwide Market for Self-paced eLearning Products and Services: 2010-2015 Forecast and Analysis,&# the worldwide market for Self-paced eLearning products and services reached $32.1 billion in 2010. billion by 2015.

Industry 183