This document summarizes an e-learning tool called Raptivity. It begins with an agenda that includes topics about social game players, living situations, activities declining due to gaming, women and ICT, why Raptivity is a suggested tool, and Raptivity awards. Sections provide data on the ages and living situations of social gamers, and activities declining due to gaming. Raptivity is suggested because it allows customizing over 245 learning interactions without coding, and integrates with learning management systems. Testimonials praise Raptivity's wide range of interactions and competitive advantage it provides.
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Digital Tools and AI for Teaching Learning and Research
E learning raptivity
1. Suggested e-Learning Tool
Dimitris Raftopoulos
Life Long Learning Research Institute
European Women Interactive Learning
15-16.09.2011 | Drammen – Norway
2. Agenda
1 Age of Social Game Players
5 Why Raptivity?
2 Living Situation
6 Raptivity Awards
3 Decline of Activities
4 Women and ICT
3. Profile of Social Game Players - Age
Source: Age Group
2010 research
25
Social Gaming Research
20
Information Solutions
15
Group
10
Pop Cap games
5
And our
0 target
Group?
<18 18-21
22-29 30-39
40-49 50-59
60+
<18 18-21 22-29 30-39 40-49 50-59 60+
4. Social Gamer – Living Situation
Social Gamer – Living Situation
Single with
Married With no Children
Children Not 39%
Living at
home
23% Focus
on?
Married With
Children
Living at
home
39%
5. 10%
20%
25%
30%
15%
0%
5%
Reading (book,…
Watching… 27%26%
Surfing the…
24%
Hobbies…
Exercising or…
21%21%
Playing (non-…
Talking on the…
19%18%
Listening to…
Cooking
Going to the…
15%14%14%
Shopping
Spending time…
13%12%
Gardening
Outdoor…
11%10%
Attending…
9%
None of the…
28%
Decline in Activities Due to Social Game Play
(%)
6. Women and ICT
Women turn to ICT for specific
thematic fields, such as: 70
Culture (Art)
60
• 50
40
62
30 14
Education (non ICT)
17 21
20 27
• 10 10
12 46
0 8
• Health-related issues 20
men women
7. Why Raptivity?
Lets see some facts!
• Choose from over 245 learning interactivity templates and add games, Catherine Avington
San Francisco State University
simulations, brainteasers, interactive diagrams, virtual worlds and more to your As an instructional designer I use
Raptivity to create interactions for
course within minutes. Single Flash file output to go with every course English learners. Raptivity offers a
wide range of learning interactions.
• Learning interactions that go into multiple devices, including mobile phones that These interactions are grouped
according to recognized instructional
support Flash - Android, BlackBerry and others design theories and strategies.……..
• Great user interface to completely customize all interactions without writing a
single line of code
• Pre-built library of learning interactions based on best practices in instructional
design Johnny Rivli
Braincraft
We chose Raptivity because we wanted
• Fully compliant with SCORM and AICC to track and integrate with all leading to be able to make flash interactions
ourselves, and to give our customers the
learning management systems. means to create interactive e-learning
themselves. Raptivity gives us a
competitive advantage in the Norwegian
market ….
8. Raptivity Awards
Why so many Awards?
Maybe this is our
Solution?
Lets see the Software
in Action!