Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets Games Gizmos ForBy: LearningKarl M. Kapp, Ed.D.Author, Professor-Instructional TechnologyBloomsburg UniversityTwitter: @kkapp
Agenda 1 2 How are organizations leveraging GadgetsHow did we get to this point? for learning?Why are we here? 4 3 How do games impact learning, are they effective tools for transferring knowledge?How have Google, Twitter andFacebook changed learner expectations?
We’ve learned and struggled for a fewyears here figuring out how to make adecent phone. PC guys are not goingto just figure this out.They’re not going to just walk in.--Palm CEO Ed Colligan, 16 Nov 2006
In what year did text messaging surpass voice calls on mobile phones?2008
Gamer 2.0 What is the patternShould I shoot the aliens these aliens are on the end or in the following?middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me?
What actions should I take based on this information?
Instructions1. Following your planogram, assemble the columns of cubes on the floor by locking each cube in place2. After each column is completed place the top plate on the top of each column3. Continue until you have all the columns built
Visual Work Instructions 52% of US kidsProperly preparing an under the age of 8apartment for leasing: have access to Painting mobile media.
Can this group solve the challenge?Do they know what tools to use?
- Realistic simulators for contemporary Leadership Training- Integrate these games into leadership development programs- Attempt various leadership structures-Employees may make hundreds of leadership decision an hour in a game Leadership’s Online Labs Harvard Business Review, May 2008
Researchers have found that the Yep, People tend to remember factshuman brain has a natural affinity for more accurately if they encounter narrative construction. them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
Doesn’t have to becomplicated or fancy to be effective.
Percentages of Impact Type of % Higher Knowledge/ Retention Declarative 11% Procedural 14% Retention 9%Sitzmann, T. (2011) A meta-analytic examination of the instructional effectivenessof computer-based simulation games. Personnel Psychology .
Tell 3 people 3 differentthings you learned from this presentation!
Summary 1 2 Performance support is the best use ofTechnology has advance in mobile devices.many areas: Not so much inlearning—Time to Change! 4 3 Games impact learning in terms of feedback, Storytelling and challenging the learner.Think about social media as anextended conversation, change the question.
Questions/More Information • http://www.kaplaneduneering.com/kappnotes/ – Recommended books – Samples and Examples – Slides • Learning in 3D – www.learningin3d.info • Gadgets, Games and Gizmos for Learning – www.gadgetsgamesandgizmos.com • Email: email@example.com • Email: firstname.lastname@example.orgLook for “The Gamification ofLearning and Instruction” this Spring
Google “Kapp Notes” www.kaplaneduneering.com/kappnotes 2012 New Book: “The Gamification of Learning and Instruction” July 2011 T&D Article Matching the Right Instruction to the Right Content September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer