Kapp Notes

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Using Games and Avatars to Change Learner Behavior

Kapp Notes

This is interesting by itself but when you combine it with the results of other similar studies, it becomes clear that pro-social games can and do influence behavior positively. Other research has shown that pro-social games—games where the player is helping others—have a positive influence on pro-social behavior. Baughman, S.L.,

Behavior 257
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Games Can Provide Authentic Experiences

Kapp Notes

To provide effective instruction, it needs to be as authentic to the actual experience as possible. The goal is to have them behave authentically in the learning situation and then correct to achieve the desired outcomes or behaviors. Gamification of context provides two key advantages.

Games 202
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Design: Behaviorism Has It’s Place

Kapp Notes

Stephen Downes in his response to my post titled Definitions: ABCD Objectives writes It remains puzzling that so much of the instructional design community remains rooted in behaviorism - this more than 30 years after the theory was abandoned everywhere else I am not sure behaviorism has been abandoned everywhere else.

Behavior 100
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Game Element: Pattern Recognition

Kapp Notes

They can also be found in behavior, economies and historical events. In teaching history, a learner might be asked to identify the pattern of behavior of a certain country or group of countries that lead to armed conflict. Provide multiple opportunities to recognize a pattern.

Pattern 259
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Avatars and Social Learning Theory

Kapp Notes

Social learning theory is based on the premise that observation and imitation by an individual leads to learned behavior. Research in this area indicates that, indeed, human social models can be effective in influencing another to change behaviors, beliefs or attitudes, as well as social and cognitive functioning.

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When to use #Gamification

Kapp Notes

Gamification is especially effective when it is used to encourage learners to progress through content, motivate action, influence behavior and drive innovation. Influence Behavior—Game elements when properly placed into a curriculum or everyday employee activities can positively influence behavior.

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Gamification Foundations and Future

Kapp Notes

My hope is that the term “gamification” matures and more people see gamification as a design sensibility, a way of approaching the design of learning events in a way that fosters challenges, provides a context for learning and provides informative and helpful feedback.