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ASTD ICE 2013 Presentation Resources

Kapp Notes

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

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

The “Immernet”: Immersive Learning through Games, Gamification and Virtual Worlds from Karl Kapp. Here are some related resources that you may find of value. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Bailenson, J. &

ASTD 228
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7 Key Benefits of Game-Based Education in a Digital World

Hurix Digital

Taking the students from one academic content to another with the least possible deviation in teaching methods. Traditional teaching methods don’t always offer students the opportunity to voice their opinions or ideas. Players are always required to give their inputs during games. Traditionally, education has been quite linear.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Here are some related resources that you may find of value. 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. August 24- 26, Cleveland, Ohio, USA. Media Psychology.

DevLearn 242
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Vegas Workshop Resources

Kapp Notes

Here are the resources and slides from my workshop presentation in Las Vegas. 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. Game Elements from Karl Kapp.

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TechKnowledge 2012 Presentation Resources

Kapp Notes

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. See Promoting motivation with virtual agents and avatars: role of visual presence and appearance. & Kim, Y.

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Resources from Learning 3.0 Conference Presentation

Kapp Notes

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. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors.