Kapp Notes

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Thinking about Gamification in Learning and Instruction

Kapp Notes

While not reliant on technology, the advent of technological devices has made the development and deployment of gamification more ubiquitous. Researchers have attempted to break games into component parts but consensus has not been achieved. 2013) Gamification of Learning and Educational Games. Origin of Term. References.

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Singapore Learning Symposium Resources #SLS2013

Kapp Notes

2013), February 4). Here is a slide deck that references many of the slides and research from this session. Here is a slide deck that references many of the slides and research from this session. Also referenced was research about games and cognition supported by a grant from DSO National Laboratories , Singapore.

Resources 191
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ASTD ICE Conference Recap, Lessons Learned and Random Events

Kapp Notes

The location is awesome and the workshop will be as well if the workshop at ASTD ICE 2013 is any indication. Another pleasure was watching my colleague from Mexico’s Grupo Salinas speak on the topic of “Transforming Ordinary People into Extraordinary People Through Technology.” Meeting with Friends. Great job Diana.

ASTD 202
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2014 Reflections on Gamification for Learning

Kapp Notes

The year 2014 was a fantastic year for gamification with lots of companies engaging in gamified solutions, more and more people understanding what gamification is all about and several well known technology companies taking the plunge into gamification. So given a choice with two equally non-compelling bodies of research, I pick fun!

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Keynote Resources from #LUC2017

Kapp Notes

Research has shown that challenge is correlated with both intrinsic motivation and motivation related to the desire to seek competence and self confidence. Research indicates that our brains grow when we make a mistake because it is a time of struggle. Instruction must be the same way. Strive for a state of flow.

Resources 114
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Abstracts of Three Studies Related to Pedagogical Agents

Kapp Notes

Here are three interesting research abstracts about using avatars or pedagogical agents (fancy word for characters) in elearning. Journal Of Educational Computing Research, 49(1), 1-39. Research on the use of software programs and tools such as pedagogical agents has peaked over the last decade. Abstract One. Schroeder, N.

Study 227