ASTD ICE 2013 Presentation Resources

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

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ASTD Philly 2013 Presentation Resources

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

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Resources from Training 2013 Conference and Expo #trg13

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

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ASTD ICE Conference Recap, Lessons Learned and Random Events

Kapp Notes

What a great opportunity to catch up with old friends, make new friends and to stay informed of all the happenings in the world of learning. The goal of the exercise was to apply the skills learned in the beginning of the workshop and to provide the attendees with concrete evidence that they could design learning games for their organizations. I also caught up with my friends from Enspire Learning.

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Resources from Learning 3.0 Conference Presentation

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

ASTD Mid NJ 2013 Presentation Resources

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

ASTD 133

ASTD DC Metro 2013 Presentation Resources:Gamification of Learning

Kapp Notes

Enspire Learning. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. 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. Combining Zombies and Running…Gamification of Exercise.

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