Gadgets, Games and Gizmos: Avatars for Learning

Kapp Notes

She has also found that female avatars seem to be better at motivating learners than male versions. Research is begining to show that avatars can be an effective tool for online learning.

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Gadgets, Games and Gizmos: Learning Multiplication Tables in a Game

Kapp Notes

The game uses drill and practice disguised as a video game (as we know Drill and practice is an effective strategy for teaching facts, like the multiplication tables). There are video game based learning tools for a variety of topics including Algebra and Spanish.

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Gadgets, Games and Gizmos: Science Fiction Foretells the Darkside of Games for Learning

Kapp Notes

I listened to the audio version of the book and liked it so much, I bought a hard copy. I suggest you get yourself a copy and read it while thinking about how powerful and effective games are for teaching and molding behavior. If you are looking for a glimpse into the mentality of the upcoming gamer generation and the future of e-learning but also want to be entertained.

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Personal and Group Learning Using Web 2.0 Tools

Tony Karrer

Tools to Make Reading & Research More Effective. However, the net effect is much better support for this process. In my previous post, I examined Personal Learning for Learning Professionals - Using Web 2.0 That post focused primarily on how Social Bookmarking tools such as del.icio.us or Yahoo My Web can be used as part of Personal Learning. In this post, I want to focus on a specific scenario that involves Personal and Group Learning and how Web 2.0 tools apply to this need.

Dolly 2 and the Bid

Moodle Journal

I went along to a LAMS event at the Knowledge Lab in London this week, and apart from being pleased to meet up with others that I only seem to see at these gatherings, I must say that some of the improvements with version 2 (Dolly), are I feel certain going to make it available to a much wider user base. As LAMS is now integrated with Moodle, I have given it a trial to good effect with one of my own courses, and enthusiastic about running some more at the college in the coming year.

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Better Discussion / Debate in Learning

Tony Karrer

But this is not a desire to have the learning/training version of FOO Camp or Bar Camp but something more. I've talked about More Effective Conferences for Learning Professionals but as I explored this, I realized that the real challenge was Better Questions for Learning Professionals. Mark Oehlert post: I long for this kind of debate in our learning circles. talks about something that definitely stuck a chord for me.

Cammy Beans Learning Visions: e-Learning Content & Version Control

Learning Visions

Wednesday, August 01, 2007 e-Learning Content & Version Control Earlier this week, Janet Clarey wrote about the " Preservation of e-Learning Content." After reading Janets post, I talked with our CTO about some ways that we could build a little bit of "version control" into our Flash Course Development Templates. More likely, if they dont have version control tools, its because they havent even thought about it. I suppose most LMS/LCMS keep track of versions on some levels.

MiniMoo cards coming in 10 days

Corporate eLearning Strategies and Development

I used a photoshop tutorial to learn how to make a comic book version of my face. Making the sunglasses fully transparent was an accident but I loved the effect. ME4MOO Originally uploaded by Brent Schlenker. The Moo.com website was just too cool to pass up.

SimWord of the Day: Modding

The Learning Circuits

Mods can add or change levels, skins and models, tools for avatars, cheats, special effects, interface options, and game balancing. Mods can be downloaded from fan sites ; In cultures around games that are heavily modded, a non-modded version of the game is called a vanilla version. mods Mini-programs that change aspects of a commercial off the shelf computer game.

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23rd Annual Essential Schools Conference

eLearning Evangelist

We decided the topic would be: Effective Schools Need Effective Teachers: Learnings from Research on Online Teacher Professional Development. I'll put a link on this site to the final version of the presentation -- which got assembled on the flight out to Scottsdale, AZ where the conference was. I was asked to fill in for Sara Lawrence Lightfoot as a keynote speaker for this conference. I was very last minute so I put together the presentation but 1.)

Breakthrough eLearning: Respect Different Ways of Learning

Breakthrough eLearning

Breakthrough eLearning Reflections on how to break through some of the barriers that prevent the achievement of excellence in eLearning.The 5-E Framework: Establish Value / Effect Change / Engage Stakeholders & Learners / Experiment / Evaluate Results Thursday, June 08, 2006 Respect Different Ways of Learning We ran our How to Bring eLearning to Life: Graphical Choices & Tools webinar today, with 40 participants from across North America.

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Cammy Beans Learning Visions: Connectivism: Week 1

Learning Visions

Friday, September 12, 2008 Connectivism: Week 1 With little time these days, Ill be auditing the auditors version of the 12 week Connectivism course happening now. Cammy Beans Learning Visions Musings on eLearning, instructional design and other training stuff.

Cammy Beans Learning Visions: Kineo Product Knowledge E-Learning Webinar

Learning Visions

Monday, July 13, 2009 Kineo Product Knowledge E-Learning Webinar Kineo will be holding a free webinar on creating effective product knowledge e-learning on July 16th, 2009. For example there have been over 60 new versions of the Blackberry since its launch in 2002, that’s one every 5 weeks. Keeping costs down: Given the pace of change, product knowledge e-learning has got to be cost effective, otherwise the maintenance costs will be prohibitive.

Video of the month: April 2019

Clear Lessons

The most effective way of building talent and developing teams is to get out of the way. This is an edited version of this Clear Lesson – watch the video for the full story. At Elliott Masie’s Learning 2006 conference in Florida, he was awarded the title of 2006 Learning Thought Leader.

Ender’s Game–The Darker Side of Video Games for Learning

Kapp Notes

This is a re-posting of a blog post, I did back in 2006. I listened to the audio version of the book and liked it so much, I bought a hard copy. I suggest you get yourself a copy and read it while thinking about how powerful and effective games are for teaching and molding behavior.

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Long Live Your Education Sessions: How To Repurpose, Repackage and Reuse your Training Materials

Association eLearning

The print version sold for $1,200 while the online version sold for $1,000. Within just a couple of weeks, we sold $20,000 of the printed version with many others taking the course online through our subscription program.

Heutagogy, Self-Directed Learning and Complex Work

ID Reflections

A heutagogical learning environment facilitates the development of capable learners and emphasizes both the development of learner competencies as well as development of the learner’s capability and capacity to learn" (Ashton and Newman, 2006; Hase and Kenyon, 2000).

ASTD ICE 2013 Presentation Resources

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Here are the resources from my ASTD ICE 2013 presentation.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

2006). Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

Singapore Learning Symposium Resources #SLS2013

Kapp Notes

2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. 2006). Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence.

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

2006). Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

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Resources from Learning 3.0 Conference Presentation

Kapp Notes

2006). Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

An eLearning revolution: From professional development to knowledge sharing

Challenge to Learn

18 months ago we launched the first version of our web based eLearning authoring solution. We started in 1996 with a CD-rom version, that was followed in 2006 by a windows based edition. Support them in making more effective eLearning.

#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. ASTD TK 2013 has been a great time.

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Video games as Good Teachers

Kapp Notes

Learning is most effective when the learner has an achievable, well-defined goal. Games induce players to create their own worlds, to participate in social activities, to form effective teams, to reason and to save lives [51]. Electronic Version] National Geographic News. Retrieved March 18, 2006 from [link]. [55]

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ASTD Philly 2013 Presentation Resources

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Here are the resources from my presentation.

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Resources from #ASTDEBL Evidence-Based Learning Webinar

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.

Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. The presentation was a great deal of fun.

Why Use ActionScript 3.0 in Flash Based eLearning Development?

Upside Learning

The latest version of ActionScript- ActionScript 3.0 [AS was released in 2006. It has many new APIs and better performance which were not available in the previous versions of ActionScript [AS 1.0 & AS 2.0] This can help in creating some really cool animations and effects which were not possible in previous versions. Adobe Flash Professional is undoubtedly the most popular tool for custom eLearning development.

Vegas Workshop Resources

Kapp Notes

2006). 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 are the resources and slides from my workshop presentation in Las Vegas.

Spaced Repetition Apps Are the New 3×5: Futuristic Flashcards and Microlearning

Grovo

million times since it was launched in 2006, including 850,000 installations in the past 12 months,” at $24.99 If you’ve ever had to cram for a test, though, you know how effective a study method it is. Get ready to experience the magic of flashcards in a whole new way.

ASTD ICE Slides

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.

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Resources: Keynote Address to #SPBT Medical Device Summit

Kapp Notes

2006). 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. 2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.

Evaluating Your eLearning

eFront

Your CEO is a cool lady who allowed you to use her cartoon version as an avatar to motivate learners. eLearning is all about iterations and versions. de Freitas & Oliver 2006, p.262).

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

2006). Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

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