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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

The “Immernet”: Immersive Learning through Games, Gamification and Virtual Worlds from Karl Kapp. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Reference: Baylor, A.

ASTD 228
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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. Reference: Baylor, A. Reference : Fox, J. &

DevLearn 242
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab.

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Resources from Learning 3.0 Conference Presentation

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab.

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Virtual reality for pain management

KnowledgeOne

Virtual Reality (VR) is a fascinating technology that allows the user to be transported into a synthetic world they perceive as real and in which they can move and interact. The impressive potential of VR goes far beyond entertainment. VR: the ultimate immersive technology. ” The first is immersion and the second is presence.

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ASTD ICE Slides

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab.

ASTD 175
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ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

Here is some content and references from the presentation. Reference: Yee, N., & Bailenson, J.N. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab.

ASTD 195