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New year, new training: Four principles for successful driver safety programs

OpenSesame

But that’s only if the proper instructional design methods for adult learners are incorporated into the driver-training program. However, gaining control of the behavioral challenges of drivers— the largest safety issue fleet-based organizations struggle with today, still seems elusive when using outdated training methods. Isler, R.B.,

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How to Use Curriculum Planning to Support Social-Emotional Learning

Hurix Digital

Social-emotional learning (SEL) is the process of developing the skills, attitudes, and behaviors that allow students to control and understand their emotions. SEL is based on the premise that learning is not only cognitive but also social and emotional and that these domains are interrelated and influence each other.

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Summary of #Games Research Qualitative Literature Review Conducted by Fengfeng Ke

Kapp Notes

Most of the time a meta-analysis of studies looks at only the numbers as a means of comparison. Here is an interesting qualitative meta-analysis and the highlights of the results. Ke chose to conduct a qualitative meta-analysis. A qualitative meta-analysis of computer games as learning tools. Source: Ke, F. Ferdig (Ed.),Effective

Research 202
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Games Teach!

Kapp Notes

When learning benefits are found for games it stems from instructional methods that can be found in non-game contexts. math, attitudes, electronics, and economics)…(p.6) 6) [and]… The second “claim,” that games enhance cognitive learning, continues to be supported. The first argument is the easiest to refute.

Teach 270
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A Comprehensive Guide to the 3 Levels of Interactivity in eLearning Content Development

Thinkdom

This helps in integrating new knowledge with past experiences, fostering a change in attitude and deeper understanding. Other articles you may like: ,, Effective eLearning Content Development to prevent Cognitive Overload Level 2: Enhanced Interactivity At this level, learners gain more control over their training.

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Games Teach!

Kapp Notes

When learning benefits are found for games it stems from instructional methods that can be found in non-game contexts. math, attitudes, electronics, and economics)…(p.6) 6) [and]… The second “claim,” that games enhance cognitive learning, continues to be supported. The first argument is the easiest to refute.

Teach 239
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A Brief History of Instructional Design

Origin Learning

He identified three principal domains of learning: Cognitive (what one knows or thinks), Psychomotor (what one does, physically) and Affective (what one feels, or what attitudes one has). Methods were being evaluated as to how the PC could be used in an academic and interactive context. The birth of e-learning – 1980s.