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Make Learning An Experience. Blend It! | Social Learning Blog

Dashe & Thomson

by Michael on March 7, 2011 in blended learning If you still believe that “classroom learning is the best learning” for your training and learning programs, I have some news for you. Even if it’s short, take the time to conduct a needs analysis and find the true needs of your learners. Don’t Throw Out the Baby with the Books.

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How many options in branching scenario decisions?

Experiencing eLearning

The classic Choose Your Own Adventure books mostly offer 2 choices, partly because they are lengthy stories. In one 2011 study, researchers randomly removed wrong answers and compared questions with 3, 4, and 5 options. Thus, Baghaei and Amrahi (2011) concluded that three answer options are all you need. Rodriguez, M.

Research 302
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Top 10 LMS Software Platforms in 2024

BrainCert

From corporate training to online education, LMS empowers organizations and instructors to design engaging learning experiences, manage learners effectively, and measure the impact of their programs. With LearnUpon, businesses can unlock their full potential through effective learning strategies.

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Three Guidelines for Effectively Integrating Games in the Classroom

Kapp Notes

A number of meta-analysis studies have been conducted in the field of game-based learning attempting to create generalizable findings that can be used to select and create meaningful educational and instructional game experiences. Hays 2005 & Sitzmann, 2011). The effectiveness of instructional games: A literature review and.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

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.

DevLearn 242
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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

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 228
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

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.