Summary of Original Snake Oil Comments

The Learning Circuits

Frank said,” Most trainers/teachers want to be a star, standing in front of a class, no matter how effective it is. Initially, the thought of summarizing the 60 comments that came in reaction to Sam Adkins' Snake Oil post was daunting. But the reality turned out to be a joy.

From Illiteracy to Technological Literacy

The Learning Circuits

active beyond the limitations of literacy, such as stretching cognitive boundaries or defining new means and methods of communication and interaction.

Summary of a Literture Review on The Effectiveness of Instructional Games by Robert Hays

Kapp Notes

In 2005, Robert T. It is an expansive look at the literature on the effectiveness of games for learning up until the year 2005. Although research has shown that some games can provide effective learning for a variety of learners for several different tasks (e.g.,

Slow Adoption: The Fall of e-Learning Programs

Vignettes Learning

The eternal debate of whether new e-learning practices are as effective as traditional instructional methods still exists. For more people to adopt e-learning, the relative advantage of this new method over traditional means must be highlighted. Topics this issue: 1. Slow Adoption: The Fall of e-Learning Programs 2. Featured Presentation: "Using e-Learning to Improve Economics and Efficiency of Training" 3.

Research in Gamification of Learning and Instruction

Experiencing eLearning

” In that post, I shared several links to research about the effectiveness of games for learning. Here’s a few points from that research: “Game-based approach produced significant knowledge-level increases over the conventional case-based teaching methods.”

CSU Resources

Kapp Notes

It’s effective from a learning perspective and really engages students. 1996) Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization and choice. 2005) Application of the testing and spacing effects to name learning.

Introduction to Evaluation in e-Learning

eFront

Evaluation enables us to: determine the quality, effectiveness, and continuous improvement of the e-Learning, understand the pros and cons of the e-Learning courses or programs, and make improvements. Effectively Evaluating Online Learning Programs John Sener describes how to effectively create an evaluation process for online learning programs. The project took place between 2002 and 2005 and was sponsored by the European Commission Leonardo da Vinci programme.

Spaced Retrieval, Retrieval Practice, and Knowledge Guru: What Research Tells Us

Knowledge Guru

2] When combined with Spaced Retrieval the effect is multiplied. Ideally, the time between the learning events is greater than 24 hours, but shorter times have also been found to be effective. Retrieval practice (testing) effect. Applied Cognitive Psychology 19: 619–636, 2005.

#ASTDNY Presentation Resources

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Standing with ASTDNY banner.

#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

Research to Practice: Games and Simulations

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavio r.

TrainingMagazine Network Presentation Resources: Interactivity, Games and Gamification: Creating Engaged Learners

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

Presentation Resources and Notes from IMU Learning Webinar Series

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Tonight I am speaking at the IMU Learning Webinar Series.

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

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Resources from CSTD Webinar

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavio r.

Resources from Learning 3.0 Conference Presentation

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

“We’ve Always Done It This Way” and Technology-Enabled Learning

Your Training Edge

It’s time to learn the what, why, how, and where of new methods….Companies That was in 2005 and she was talking about adopting new telecommunications technologies. Technology-enabled learning is simply more effective for training.

Resources from my presentation at Innovations in e-learning Symposium

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavio r. Once again, hats of to Chris St.

That’s not my style: Learning preferences and instructional design

Obsidian Learning

For Cuthbert (2005), a learning style is an individual’s preference for understanding experience and transforming it into knowledge. As a general statement, then, we can say that a learning style is a set of dispositions or preferred methods of learning. 2005). 2005).

#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. ASTD TK 2013 has been a great time.

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ASTD Philly 2013 Presentation Resources

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. Here are the resources from my presentation.

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Resources from #ASTDEBL Evidence-Based Learning Webinar

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

Roadside assistance

Learning with e's

Technology supported learning has long been a contested terrain, and there are at least two views about its effects. This view, first propounded by Richard Clark (1994) was widely accepted, warning as it did of the dangers of failing to differentiate between methods and media.

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L&D lessons from learning games research

Sponge UK

Gamification and learning games are a popular way to make workplace learning more engaging, but what makes an effective learning game? Hays set out to find evidence of the effectiveness of learning games by analysing articles on the practice.

Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The presentation was a great deal of fun.

Resources from ASTD Webinar

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

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Vegas Workshop Resources

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

Spaced Learning and Repetition: Why They Work

Bottom-Line Performance

In 2005, Scientific American published detailed research on how our brain forms long term memories and since then, scientists and educators have worked together to perfect a teaching process that produces learning results using spaced learning and repetition techniques.

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SPBT Webinar Resources

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavio r.

TechKnowledge 2012 Presentation Resources

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

Research Shows Companies Should Encourage Social Learning

TOPYX LMS

The survey revealed that the average employee learns through the following methods, to the following percentages: Experience on the job – 45%. by Jay Cross and Internet Time Group : In 2005, Marcia Conner wrote, “Most learning doesn’t occur in formal training programs.

ASTD ICE Slides

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

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Resources: Keynote Address to #SPBT Medical Device Summit

Kapp Notes

Baylor and Kim (2005) report that in multiple studies with avatars of different gender and race, evidence indicates that students learned significantly more and had significantly greater motivation when working with one motivator and a different expert avatar as compared to working with the just the one mentor avatar. 2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

2005). Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior.

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What Monty Python Can Teach Us About elearning

OpenSesame

Cleese’s involvement with business training videos is demonstrative of the fact that humor is not only a great way to laugh and be at ease, but is also a highly effective learning tool. eLearning doesn’t have to be boring. In fact, elearning can be pretty funny.

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