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#ASTDTK14 Slides and Resources

Kapp Notes

Five Gaming Elements for Effective eLearning. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. Here is some information on thinking like a game designer. August 24- 26, Cleveland, Ohio, USA.

Slides 203
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ASTD ICE 2013 Presentation Resources

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. 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. A study by Ersner-Hershfield et al.

ASTD 228
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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. 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. A study by Ersner-Hershfield et al.

DevLearn 242
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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. 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. A study by Ersner-Hershfield et al.

ASTD 228
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. 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. A study by Ersner-Hershfield et al.

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A List of Brain-based Strategies to Create Effective eLearning

SHIFT eLearning

There is a simple way to design effective eLearning courses about any subject: brain-based learning. This instructional approach was defined by Hileman in 2006 and has since inspired many “brain compatible designers” — those who seek to understand the principle and reasoning behind their teaching. B: Brain’s Time Clock.

Brain 111
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TechKnowledge 2012 Presentation Resources

Kapp Notes

Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. 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. A study by Ersner-Hershfield et al.