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Virtual Boot-Camp: Games and Learning with the U.S. Military.

Dashe & Thomson

Military by Jim on May 19, 2011 in Gaming Theory Think game-based training doesn’t have anything to offer your organization in the way of savings? Social Learning Blog Training and Performance Improvement in the Real World Home About Bios Subscribe to RSS Virtual Boot-Camp: Games and Learning with the U.S. Essentially, the U.S.

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ASTD ICE 2013 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.

ASTD 228
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Answering #Gamification Questions from a 7th Grade Student-Part 1

Kapp Notes

What’s the average amount of teachers that try the gamified version of learning? I don’t have a number on the amount of teachers that try gamified versions of learning but I have a few numbers and ideas that might give us some insight. Games also give the player a sense of mastery.

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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.

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Resources from Learning 3.0 Conference Presentation

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.