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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. Blog posts discussing subjects covered in presentation: Consider Player/Game Interactions.

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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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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My 2012 Enterprise mLearning Predictions Recap

mLearning Trends

As 2012 draws to a close, its time to evaluate how in focus my lens on the future of enterprise mobile learning proved to be this past year and how many of my year ago predictions hit their targets. There will be more types of devices and ways to connect with our mobile learning world in 2012. On Target But.

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Singapore Learning Symposium Resources #SLS2013

Kapp Notes

Singapore is home to major video game industry players such as Ubisoft Singapore, Gumi Asia, Garena Interactive and Gameloft Singapore as well as the recently concluded Singapore-MIT GAMBIT Game Lab. Information about the MIT-GAMBIT Game Lab program, which has ended, can be found here.

Resources 191
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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

GameMaker (simple basic game design, but requires some programming and creativity). 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.

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Using Gamification for Human Resources

Origin Learning

Gamification is slowly gaining popularity and soon many organizations will adopt gaming as a part of their work-related programs. According to researchers in 2012, less than one in 10 employees were actively engaged in their work whereas the others were ‘not engaged’ (60%) or ‘actively disengaged’ (32%).