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ASTD ICE 2013 Presentation Resources

Kapp Notes

Here are the resources from my ASTD ICE 2013 presentation. 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. Companies Mentioned. Enspire Learning. Zombies Run.

ASTD 228
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Ready Player None: The Pitfalls of Gamification

eLearning Alchemy

Studies have consistently supported the use of gamification both from a learner preference and effectiveness perspective. While gamification is certainly effective when used properly, there are several common mistakes that undermine the efficacy of a gamification effort. There’s even an Education Edition of Minecraft.

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Thinking about Gamification in Learning and Instruction

Kapp Notes

Apostol, Zaharescu and Alexe, (2013) identify eight elements they believe constitute game elements. The elements are rules, goals and clear outcomes, feedback and rewards, problem solving, players, safe environment, and sense of mastery. 2013) Gamification of Learning and Educational Games. Major Categories Identified.

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

Kapp Notes

Many teachers use the standard learning methods (textbooks, paper, pencil, etc.). According to one study, 55% of teachers use games in the classroom on a weekly basis (“Teachers Surveyed” 2013). Games also give the player a sense of mastery. Thanks for the email (although, it is a lot of questions:).

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ASTD Philly 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 150
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ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

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 195