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ASTD ICE 2013 Presentation Resources

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. See more research at the Stanford Virtual Human Interaction Lab. A study by Ersner-Hershfield et al.

ASTD 228
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Resources from my presentation at Innovations in e-learning Symposium

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. See more research at the Stanford Virtual Human Interaction Lab. & Kim, Y. & Bailenson, J.

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#ASTDTK14 Slides and Resources

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. See more research at the Stanford Virtual Human Interaction Lab. A study by Ersner-Hershfield et al.

Slides 203
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After EI, DI?

CLO Magazine

This is according to “The Use of Constructive-Developmental Theory to Advance the Understanding of Leadership,” a paper published in 2006 by The Leadership Quarterly. Consequently, we have to take on new skills and new knowledge to operate in this new world. This asked us to be part of a wholly digital, virtual organization.

Cognitive 114
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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

The “Immernet”: Immersive Learning through Games, Gamification and Virtual Worlds from Karl Kapp. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence.

ASTD 228
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

GameMaker (simple basic game design, but requires some programming and creativity). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. Bailenson, J. &

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Singapore Learning Symposium Resources #SLS2013

Kapp Notes

Information about the MIT-GAMBIT Game Lab program, which has ended, can be found here. In particular we discussed an articled titled Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence.

Resources 191