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Gadgets, Games and Gizmos for Learning: Teach on the Beach


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Gadgets, Games and Gizmos for Learning: Teach on the Beach

  1. 1. Gadgets Games Gizmos ForBy: LearningKarl M. Kapp, Ed.D.Author, Professor-Instructional TechnologyBloomsburg UniversityTwitter: @kkapp
  2. 2. 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?
  3. 3. How did we get to this point?Why are we here?
  4. 4. Brief history of… The World
  5. 5. 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
  6. 6. In what year did text messaging surpass voice calls on mobile phones?2008
  7. 7. Gamer 1.04 2 3
  8. 8. Gamer 1.0 4 3 How will the ball Where is my bounce off the wall? opponentgoing to go next? In what direction should I try to move the ball?
  9. 9. Gamer 2.0
  10. 10. 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?
  11. 11. What actions should I take based on this information?
  12. 12. Gamer 3.0
  13. 13. What must I do toWhere do I explore achieve my goal? first? What activities are of the most value?
  14. 14. What variables do Ibalance to keep my How should I manage person happy? my time?
  15. 15. Gamer 4.0
  16. 16. Gamer 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  17. 17. What can we create together?
  18. 18. What leadershipstrategy should I use?
  19. 19. Found at
  20. 20. Boomers• Individualistic• Driven• Loyal• Idealistic• Skeptical• Hierarchical• Formal Learners
  21. 21. Lazy Wasting Time Anti- Social Rotting Brain
  22. 22. Problem Solvers Confident Informal LearnersSocial Multi- Resilient taskingGot Game:John Beck and Mitchell Wade (2004)
  23. 23. Almost 43% of thegamers are femaleand 26% of those females are over 18.Females play 5 hours a week ofconsole games. They make up themajority of PC gamers at 63%.
  24. 24. Newthinking Is Needed
  25. 25. How are organizationsleveraging Gadgetsfor learning?
  26. 26. How do I get to….
  27. 27. 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
  28. 28. Visual Work Instructions 52% of US kidsProperly preparing an under the age of 8apartment for leasing: have access to Painting mobile media.
  29. 29. Think radio talk-show, not lecture
  30. 30.
  31. 31.
  32. 32. How have Google, Twitterand Facebook changedlearner expectations?
  33. 33. Google + Tips and Clarification of Techniques TermsPosting/Collection of Frequently of Valuable Asked Questions Resources Advice from Veteran Employees Geographically Dispersed Conversation
  34. 34. Asks the question: “What’s Happening?”
  35. 35. Eating lunch.Nothing? Wasting time.
  36. 36. Eating lunch.Nothing? Wasting time. Change the question.
  37. 37. What are you thinking?How do I…? Where can I find…?. Who knows…?
  38. 38. Real-time access to expertsAnswering one question Sendingleads to more questions Reminders. Quick question Broadcasting Thoughts and Research Opinions Focused Chats
  39. 39. What do employees need to know now?Is there information I want to share with my co-workers? What do I want to say to people I don’t see everyday?
  40. 40. How do games impactlearning, are they effectivetools for transferringknowledge?
  41. 41. Games1. Provide a challenge2. Provide Clear Goals3. Use stories (Context)4. Provide immediate/useful feedback
  42. 42. Provide a Challenge
  43. 43. Can this group solve the challenge?Do they know what tools to use?
  44. 44. - 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
  45. 45. Survive!
  46. 46. 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.
  47. 47. Feedback
  48. 48. Immediate/Realistic Feedback
  49. 49. Once that task is accomplished, thelearner is then led to accomplish another goal which builds upon the previous.
  50. 50. Energy efficiencycertificationrequires a field test.
  51. 51. Interplay Energy, in partnership with the ResidentialEnergy Services Network (RESNET) created asimulation to measure applied knowledge andunderstanding like a physical field test.
  52. 52. Objectives included:• Gas line leak detection• Ambient CO testing• Unvented appliance testing (ovens and stove top burners primarily)• Proper equipment usage• Appliance identification• Combustion appliance Zone (CAZ) understanding• Worst Case Depressurization• Vented Appliance (furnace, boilers, water heaters) tests: spillage, CO, draft
  53. 53.
  54. 54. Talking with the physician.
  55. 55. Doesn’t have to becomplicated or fancy to be effective.
  56. 56. 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 .
  57. 57. Tell 3 people 3 differentthings you learned from this presentation!
  58. 58. 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.
  59. 59. Go ahead…jump in!
  60. 60. Questions/More Information • – Recommended books – Samples and Examples – Slides • Learning in 3D – • Gadgets, Games and Gizmos for Learning – • Email: • Email: karlkapp@gmail.comLook for “The Gamification ofLearning and Instruction” this Spring
  61. 61. Google “Kapp Notes” 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