Kapp Notes

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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. Gamification of context provides two key advantages. The context of an online course or the context of a classroom is not authentic. Then, when they return to “work,” they behave authentically.

Games 202
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Goal Orientation in Gamification

Kapp Notes

There are two types of goal orientation, which are commonly referred to as performance orientation and mastery orientation. Players who favor a performance orientation are concerned with other people’s assessment of their competence. Research has also shown that people given mastery-oriented goals perform better on complex tasks [2].

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Show The Learner Visible Signs of Their Learning

Kapp Notes

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). Mastery learning provides an approach that recognizes that aptitude for learning may be more closely linked to time and perseverance than to abilit y (Bloom, 1971; Melton, 2008).

Bloom 211
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Feedback in Learning Games

Kapp Notes

One great element of learning games is the amount of feedback that you can provide is usually more consistent and more evident than feedback given in more traditional learning venues. For feedback that is based on the player’s performance there are a few additional considerations. Sometimes immediate feedback, like a “Good Job!”

Games 196
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Two Opposite But Important Elements of Learning

Kapp Notes

The more practice, the better the ultimate performance. Games can provide opportunities to practice skills and performing tasks but games aren’t required, many learning tasks can be practiced and should be practiced. He or she needs to be actively engaged in practicing the task before them.

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Principles for Creating a Successful Virtual Reality Learning Experience

Kapp Notes

The book provides a model called 3DLE which builds from 3D sensibilities in VR (like sense of self and sense of space) to design principles (discussed here) with several instructional strategies and overall macrostructures sandwiched in the middle. Karl Kapp venturing into a VR learning experience. Collaboratively Motivated.

Create 209
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Analysis Elements to Introduce Gamification to an Organization

Kapp Notes

I’m an ISD working primarily with military clients and I would like to know how you perform your analysis on a company that would like gamification. What process do you use to perform your analysis? Knowing where the experience will occur provides good insights into the design and execution of your gamification solution.

Analysis 175