Kapp Notes

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Abstract of Study Related to Storytelling

Kapp Notes

This study looks at an oral presentation of content in both a narrative format and an expository format with a look at pacing as well. I also include some language from the discussion portion of the study as well. From the discussion of the article: Overall, the findings of this study support the claim that the ability.

Study 242
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Abstracts of Three Meta-Analysis Studies of Serious Games

Kapp Notes

A meta-analysis is a study of studies. It is a way of aggregating research data to make informed conclusions rather than relying on the data of one study. A conceptual framework for the empirical study of instructional games. Tennyson RD, Jorczak RL. In O’Neil HF, Perez RS (Eds.), Oxford, UK: Elsevier. Connolly, T.

Analysis 263
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Case Studies of Gamification in HR

Kapp Notes

Here are six cast studies of Gamification. Case Studies of Gamification in HR from Karl Kapp. Here are more case studies: The Gamification of Retail Safety and Loss Prevention Training. I presented this information via Skype to the New York ASTD SIG. It was a great group and I had a wonderful time.

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Motivational Considerations in the Study of Instruction

Kapp Notes

Lepper at Stanford University is a leading theorist in social psychology and has written numerous academic papers, one I came across the other day is titled “Motivational Considerations in the Study of Instruction&# that was published in the journal Cognition and Instruction (1988), 5(4) 289-309.

Study 186
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Study Abroad.Virtually

Kapp Notes

Here is a great article about how learning about other cultures in a 3D world like Second Life can translate into the real world.

Study 100
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Online Case Study Development

Kapp Notes

My post this week at the TrainingDay blog is titled Developing an Online Case Study Too many times, the technology takes over when developing an online case study or a branching story.

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Using Games and Avatars to Change Learner Behavior

Kapp Notes

The study conducted by Stanford University’s Virtual Human Interaction Lab conducted a study where they took 30 male and 30 female participants and immersed them in a virtual world and assigned them either to play a superhero character who could fly or to become a passenger in a helicopter. In a study led by Douglas A.

Behavior 257