Kapp Notes

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Third Summer 2011 “Learning in 3D Class”

Kapp Notes

It was a fascinating virtual environment that provided a number of great examples of how virtual environments can be used for instruction. Monday night in class we had the opportunity to check out VirtualU and see how it functioned. Here we are gathering to begin our journey to different worlds within VirtualU.

Classes 178
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Final 2011 Learning in 3D Class

Kapp Notes

How are you planning (if you are) to use a 3D virtual immersive environment in the future to provide education/instruction/training to others? How far off do you think we are from wide spread adoption of 3D virtual worlds for learning?

Classes 140
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Thinking about Gamification in Learning and Instruction

Kapp Notes

2011, Groh, 2012). The concept of rules is under the category of Autonomy because the rules provide guidelines and boundaries under which a learner operates when engaging with a gamification learning experience. E., & Dixon, D (2011) CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Complication in Application.

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When Giving Learning Control, Know Your Learners

Kapp Notes

How much learner control to provide depends on the experience of the learner. Gamification that provides the learnerwith the opportunity to decide whether to bypass some lesson elements and control the sequence at which they receive content is considered high in learner control.

Learner 165
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Fourth Summer 2011 Learning in 3D class

Kapp Notes

Andrew provided a great tour of all the wonderful features of the software, including the ability to play games within the virtual world, the ability to easily follow another avatar, the VOIP features and the ability to use the virtual world without having a thin client download.

Classes 145
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Second Summer 2011?Learning in 3D” class explores another virtual world

Kapp Notes

The software provided a great opportunity for students to see a professional virtual world and to explore how it functioned. For the beginning of the class, we were fortunate to have David Gardner, CEO and creator of VenueGen provide a tour of the software and provide his fascinating insights into virtual worlds.

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Engagement: A Critical Element in Learning and Gamification

Kapp Notes

Sitzmann (2011) found individuals learned more, relative to a comparison group, when simulation games actively, rather than passively, conveyed course material. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Gibson, 2009). & Zimmerman, E. The MIT Press: Cambridge, MA.