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2009 Predictions How Did I Do?

Tony Karrer

In fact, my 12 eLearning Predictions for 2009 , was most popular post for 2009 (see 2009 Top Posts and Topics ) and it came up pretty high in the recent Top 125 eLearning Posts of 2009. So this post is my chance to go back to the predictions I made at the start of 2009 and see how I did. #1 As such, eLearning 2.0

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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. I wrote that: "The age of social technologies has radically transformed the way we live our lives, and that includes how we learn and teach. Next time: Connected Minds References Godin, S.

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12 eLearning Predictions for 2009

Tony Karrer

In my post, 2008 2009 - written in December 2008, I looked at how well I did in those predictions, and my results were pretty good, not perfect. There will also be growth in discussions and social networks for collaborative learning. 2009 is going to be a big year for this issue. So, let's try it again this year. #1

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Engaging online learners 1

Learning with e's

And perhaps your social presence, if you know how to invoke it. Wheeler, 2009, p 487) Continues in the next post. References Gunawardena, C. 1995) Social presence theory and implications for interaction and collaborative learning in computer conferences. 2009) Destructive creativity on the social web.

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Engaging online learners 2

Learning with e's

I wrote back in 2009 about how I had used the model to frame my own efforts to engage online learners, in wikis - collaborative web pages. This activity is a phase 1 activity and involves minimum social interchange. Wheeler, 2009, p 487) Read more in the next post. References Gunawardena, C. Wheeler, S. Wheeler, S.

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Using Games and Avatars to Change Learner Behavior

Kapp Notes

This is interesting by itself but when you combine it with the results of other similar studies, it becomes clear that pro-social games can and do influence behavior positively. Other research has shown that pro-social games—games where the player is helping others—have a positive influence on pro-social behavior. References. [1]

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The Art of Persuasion: Harnessing Neuromarketing for Dynamic eLearning

eLearningMind

Gamification in eLearning refers to the integration of game elements such as challenges, competition, rewards, and leaderboards into the learning process. Social learning and peer influence Humans are inherently social beings, and our brains are wired to seek social connection and validation.