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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]

Behavior 257
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ASTD ICE 2013 Presentation Resources

Kapp Notes

Here are the resources from my ASTD ICE 2013 presentation. 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. Companies Mentioned.

ASTD 228
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Year in Review - 2013

The Performance Improvement Blog

Throughout 2013, I used this blog to illuminate important leadership and management issues. People act on the basis of tacit knowledge but they are often not aware of how daily behavior is shaped by this knowledge. As a way of review, I’ve selected five blog posts from the past year that seem to have had the most interest for readers.

Culture 153
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#DevLearn 2013 Resources: Thinking Like a Game Designer

Kapp Notes

2] When combined with Spaced Retrieval the effect is multiplied. Ideally, the time between the learning events is greater than 24 hours, but shorter times have also been found to be effective. Retrieval practice (testing) effect. Five Gaming Elements for Effective eLearning. Med Educ 43: 1174–1181, 2009. [2] 00174.2012.

DevLearn 191
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The leader’s new clothes

E-Learning Provocateur

That’s how much the spend on leadership training by American corporations grew over the preceding 15 years, according to Kaiser and Curphy in their 2013 paper Leadership development: The failure of an industry and the opportunity for consulting psychologists. From $7 billion to nearly $14 billion. Then Jeffrey Pfeffer visited Sydney.

Metrics 289
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Resources from Training 2013 Conference and Expo #trg13

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.

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ASTD Philly 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. A study by Ersner-Hershfield et al. Reference : Fox, J. & & Bailenson, J.

ASTD 150