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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Creating avatars and having a learner perform a task as an avatar can influence a person’s actual behavior outside of being an avatar. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. A study by Ersner-Hershfield et al. Reference : Fox, J. & & Bailenson, J.

DevLearn 242
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TechKnowledge 2012 Presentation Resources

Kapp Notes

Here are my slides from the TechKnowledge 2012 presentation “What Research Tells us about 3D Avatars, Storytelling and Serious games for Learning and Changing Behavior” plus videos and other links that go into more detail based on the topics I discussed. Kapp's ASTD TechKnowledge 2012 Presentation. & Ely, K.

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What is the future of sales enablement?

CLO Magazine

When I joined a sales training team in 2012, digital training resources and virtual training were finally gaining some good traction. Another approach is to optimize the corporate software programs. Enablement programs are also evolving related to measurement, tracking and KPI attainment.

Sales 79
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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. Next we looked at two meta-analysis studies that indicated that games can be powerful learning tools. A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Powerful ‘Flame’ cyberweapon tied to popular Angry Birds game.

Resources 191
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SOLUTIONING IMPLICATIONS OF HEGEMONY

Learnnovators

In information security, as quite a few studies confirm, age is not the sole or defining factor for predicting risky behavior. I’ve already raised the likelihood of insufficient briefing and Dude’s own challenges when suddenly thrown into the deep end of being an SME for a training program. Important Questions We May Fail to Raise.

Solution 130
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ASTD ICE 2013 Presentation Resources

Kapp Notes

Creating avatars and having a learner perform a task as an avatar can influence a person’s actual behavior outside of being an avatar. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. Games embedded in a program of instruction are better tools for learning than stand alone games.

ASTD 228
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Personas in Program Design

CLO Magazine

This explains why Bersin & Associates’ 2012 “High-Impact Learning Organization” research identifies a critical new aspect of excellent learning programs: audience analysis. Implementation is the program rollout, where we manage the learners’ progress and support them. How well would he like it?”

Program 58