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Thinking about Gamification in Learning and Instruction

Kapp Notes

The term “gamification” first appeared in 2008 originating in the digital media industry and did not gain widespread recognition until approximately 2010 (Deterding, et. The elements are rules, goals and clear outcomes, feedback and rewards, problem solving, players, safe environment, and sense of mastery. Origin of Term.

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Be a Persuasive Storyteller in Social Media - Tip #128

Vignettes Learning

Social Media and the Leader Results of a survey showed that 75% of employees perceived that social media presence improves the ability to lead. There are social media apps that enable users to chat, watch videos or films, play games, transact online payments, and document travel expenses. 3, March 2008 Julie E.

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ASTD's Big Question for December 2008: New Learning

Kapp Notes

The ASTD Big question this month is What did you learn about learning in 2008? Mostly about finding a good "model" for mobile learning course design, how others tend to view immersive learning environments and how Social Media is taking off in the least likely places. Here are a few of the lessons I have learned.

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Connected pedagogy: Social networks

Learning with e's

Photo by Steve Wheeler In a previous post I outlined some of the metrics around the use of digital media, technologies and social networks. Most of us are connected to each other through numerous social media platforms. 2008) Tribes. 2008) Here Comes Everybody. Next time: Connected Minds References Godin, S. Rheingold, H.

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PowerPoint: My New Favorite (Free!) Video Converter

The Logical Blog by IconLogic

  PowerPoint 2008 for the Mac. I have since been introduced to another free media converter ( [link] )  which I full-heartedly recommend. The best part: you can specify what part of the video you want the conversion to start and end with--so if you just want 15 seconds of the clip right in the middle, no problem

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Connected pedagogy: Shared minds

Learning with e's

From the telegraph, through the telephone and radio and television, to 21st Century satellites, smartphones, the Internet and social media, all were designed to communicate. I noted that we tend to swarm together online in what I have called digital tribes (Wheeler, 2008). 2008) Connected Minds, Emerging Cultures. Wheeler, S.

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Flipped learning for talent development: Lessons from the college classroom

CLO Magazine

I’ve learned that college students and professionals have a common learning goal: managing wicked problems. Whether your student is starting in a profession or your trainee is a senior-level leader, many of their career or work challenges stem from confronting, understanding and managing wicked problems. to work in the U.S.

Lesson 101