Remove Enspire Remove Exercise Remove Gamification Remove Poll
article thumbnail

Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Games, Interactivity, Gamification for Learning: Creating Engaged Learners from Karl Kapp. Here is a link to the Poll Everywhere software I used to play the Fact or Fishy Game. Enspire Learning. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. EduNeering Zombies Run.

article thumbnail

Resources from Learning 3.0 Conference Presentation

Kapp Notes

Training Magazine Presentation: Gamification of Learning & Instruction from Karl Kapp. Here is a link to the Poll Everywhere software I used to play the Fact or Fishy Game. Enspire Learning. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. Learning 3.0

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

Gamification of Learning from Karl Kapp. Here is a link to the Poll Everywhere software I used to play the Fact or Fishy Game. Enspire Learning. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.

ASTD 195
article thumbnail

Resources: Keynote Address to #SPBT Medical Device Summit

Kapp Notes

The Gamification of Learning: What Research Says About Simulations & Serious Games from Karl Kapp. Here is a link to the Poll Everywhere software I used to play the Fact or Fishy Game. Enspire Learning. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.

article thumbnail

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

Gamification of Learning from Karl Kapp. Here is a link to the Poll Everywhere software I used to play the Fact or Fishy Game. Enspire Learning. Within 24 hours, after the experiment, participants who were exposed to the avatar running that represented themselves exercised significantly more than those in the other conditions.

ASTD 119