CSU Resources

Kapp Notes

If you are not sure where to start, check out “The Gamification of Learning.” ” It will help you think through the gamification process and to create meaningful gamified instruction. Gamification of Learning by Karl Kapp. It’s called Gamification via Segmented Polls. Chapter 2 “The Gamification of Learning and Instruction.”. Melanie Green [link] Chapter 2 “The Gamification of Learning and Instruction” by Karl M.

Recommended Reading Summary: A Chapter from “How People Learn: Brain, Mind, Experience, and School”

Adobe Captivate

I recently posted some recommended reading that relates to a virtual class I recently taught on gamification. It was written in 2000 but it contains some great foundational information. Depth of knowledge allows a person to recognize patterns, relationships, and discrepancies that a less experienced or knowledgeable person might miss. Here is the recording.). This is my own summary of the first chapter on the list.

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Clark Quinn – Crystal Balling with Learnnovators

Learnnovators

Learnnovators: You were involved in the design and development of an intelligently adaptive learning system as early as the year 2000. We were not only embedding the best research into our rules, but were adding machine learning to look for emergent patterns and tune our rules. I’m glad you separate out gamification from game-based learning (too few do), as the distinctions are critical. ABOUT CLARK QUINN (Learning Technology Strategist): Clark Quinn, Ph.D.,

CLARK QUINN – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

Learnnovators: You were involved in the design and development of an intelligently adaptive learning system as early as the year 2000. We were not only embedding the best research into our rules, but were adding machine learning to look for emergent patterns and tune our rules. I’m glad you separate out gamification from game-based learning (too few do), as the distinctions are critical. ABOUT CLARK QUINN (Learning Technology Strategist): Clark Quinn, Ph.D.,

Joe Ganci – Crystal Balling with Learnnovators

Learnnovators

Tool vendors that allow for social collaboration to be built into eLearning lessons, thereby giving learners the ability to converse with each other, build teams, and collaborate on projects, help to establish a lifelong pattern of continuous learning. fuelled by the enormous possibilities thrown open by emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)?

JOE GANCI – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

Tool vendors that allow for social collaboration to be built into eLearning lessons, thereby giving learners the ability to converse with each other, build teams, and collaborate on projects, help to establish a lifelong pattern of continuous learning. fuelled by the enormous possibilities thrown open by emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)?

Top E Learning Content Development Companies In India: The Smart Approach To Education.

Dynamic Pixel

The innovative training courses will provide better graphics, stimulated quizzes, learning patterns, animated videos, product explanations, etc., The trend of online education has spun the way to learn and gain knowledge.

“Elearning” An Advance Approach: Learn Better With Top E-Learning Content Development Companies In India

Dynamic Pixel

The innovative training courses will provide better graphics, stimulated quizzes, learning patterns, animated videos, product explanations, etc., The trend of online education has spun the way to learn and gain knowledge.

Where the Corporate LMS Market is Heading (2022 and up)

eLearning 24-7

You would buy an LMS, even in 2000, and it could help you identify skill gaps – so that isn’t new. They are buying it for metrics that they believe will identify skill patterns (S/W). Gamification and the usual stuff exists.

70:20:10 – Above All Else It’s a Change Agent

Charles Jennings

The idea that companies could neatly slice the learning patterns of their people into three carefully-defined and carefully analysed buckets like this belies belief. 1] 70% (Tough, 1971, 1979); 70% (Bruce, Aring, and Brand, 1998); 62% (Zemke, 1985 and Verespej, 1998); 70% (Vader, 1998); 85-90% (Raybold, 2000); 70% (Dobbs, 2000); 75% (Lloyd, 2000) Despite all the points made above about avoiding focus on the numbers, there is a general pattern here.

Ratio 83

Keynote Resources from #LUC2017

Kapp Notes

Also see Create Autonomy in Gamification and Other Learning Environments. If you are not sure where to start, check out “The Gamification of Learning.” ” It will help you think through the gamification process and to create meaningful gamified instruction. Gamification of Learning by Karl Kapp. It’s called Gamification via Segmented Polls. Chapter 2 “The Gamification of Learning and Instruction.”. 14: 215–235, 2000.

Top Learning Systems Trends – A 2019 Extended Enterprise Market Guide

Talented Learning

For years, large talent suite LMS vendors generally ignored extended enterprise needs among their Fortune 2000 accounts. Additional features include AI-driven daily content recommendations based on topics of interest, consumption patterns and social activity. Primarily, vendors are using AI to analyze large data sets so their systems can identify usage patterns and present personalized content recommendations. Often, gamification capabilities are also built into the process.

#HRTECH Learning Vendors Preview – Who to see and who to avoid

eLearning 24-7

This is a system that has a lot of potential, but still lacking a few key items in the areas of classroom management, compliance, gamification (no leaderboard), event management and so on. There are few and I mean only a few who follow this pattern (example: Skillsoft), where the course library is the primary and the system secondary. I’m not kidding, I think I saw icons that were hot in 2000. Welcome, welcome all!

NexGen Tier2 Learning Systems

eLearning 24-7

This approach existed in the early 2000’s with a couple of vendors (I did it with mine), but was way ahead of its time and petered out. I did not include Gamification tied to skill ratings, tied to social and tied to machine learning outputs , but yeah that is NexGen T2 too. . I can devise new training and/or learning opportunities for them, and others if I see patterns. A year ago I wrote about NexGen functionality in any learning system.

THE 70:20:10 MODEL – TODAY, TOMORROW & BEYOND

Learnnovators

Learnnovators: How do you account for the ‘10% amplifier effect’ that states that each hour of formal learning spills over to four hours of informal learning in a 4:1 ratio (Cofer, 2000), which emphasises the importance of formal training in the 70:20:10 model? ABOUT CHARLES JENNINGS (Managing Director, Duntroon Associates): Charles Jennings is a leading thinker, practitioner and consultant in the areas of performance improvement, change management, and learning.

The 70:20:10 Model – Today, Tomorrow & Beyond

Learnnovators

Learnnovators: How do you account for the ‘10% amplifier effect’ that states that each hour of formal learning spills over to four hours of informal learning in a 4:1 ratio (Cofer, 2000), which emphasises the importance of formal training in the 70:20:10 model? ABOUT CHARLES JENNINGS (Managing Director, Duntroon Associates): Charles Jennings is a leading thinker, practitioner and consultant in the areas of performance improvement, change management, and learning.