Here you have the lecture given at UDK's Design Transfer (Berlin, 25th April 2014).
An explanation of Design 101 MOOC for Iversity, using our exhibition design as main metaphor.
Thanks to Anne-Sophie Gauvin, Giulia San Gregoria, Lucia Giuliano and all the Design 101 community!
Here you have the lecture given at UDK's Design Transfer (Berlin, 25th April 2014).
An explanation of Design 101 MOOC for Iversity, using our exhibition design as main metaphor.
Thanks to Anne-Sophie Gauvin, Giulia San Gregoria, Lucia Giuliano and all the Design 101 community!
In this session, you will learn:
•The components that create true instructional interactivity
•Specific tools to increase learner motivation when studying e-learning
•Gaming principles that can easily be applied to curriculum design
•Three essential characteristics of irresistible e-learning
• What to look for in a learning management system to deliver and track e-learning effectiveness.
Feminine gamification design perspectives. As human beings we all behave sometimes in a more feminine and sometimes in a more masculine way. when designing for inclusion of both behaviours you want to be aware of some of the subtle differences and be mindful of them.
Discussion document on learner gamification styles for use in learner centric content design. Adapted models of Gamification User types developed by Andrzej Marcsiewski and Kolb's learning cycle.
This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs...
http://www.curatr3.com/massive-open-online-courses/
Three Mysterious Keys to Interactive LearningKarl Kapp
The terms game-thinking, game-elements, and gamification have all entered into the vocabulary of trainers, e-learning developers, and instructional designers in the past few years. But what do these terms really mean and how can you apply them to create interactive learning events that change behavior and improve performance? How can you make your instruction more game-like without the cost and effort of creating a large-scale game?
However, we have to think about a few things. What elements can learning designers borrow from game designers? What is the one secret game designers know that instructional designers never seem to grasp? The answer to these questions, and more, are not all that mysterious and can be found in the research and in uncommon best practices.
Based on the bestselling book, The Gamification of Learning and Instruction, this interactive session includes many examples of using game-elements, game-thinking, and gamification to promote learning for performance improvement and highlights how organizations have added game thinking to their toolkit. And, yes, you will play a polling game in this session.
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Over 40,000 clients around the globe use the Accenture Supply Chain Academy because they want to raise the performance of their supply chain through knowledge & skill development of their employees... Our online learning solution has allowed them to improve efficiency and reduce cost because we cover all the functional areas of the supply chain. I would love to discuss this with you further patricia.b.terra@accenture.com
How to Create Efficient Learning Environment in Turbulent Times?Marek Hyla
The deck defines the framework of efficient learning environment created on a basis of secondary research of trends, new ideas and concepts in the learning and development space. It focuses on enablers and derailes related with learning mindsets and learning experiences supported by modern learning function.
This Thought Paper discusses how Artificial Intelligence could be used in the learning and development space. It provides various inspiration based on examples of solutions from and beyond the industry. The paper was prepared by Shweta Panwar and Debamitra Dasgupta within the Think Tank Center of Excellence of the Talent Development and Learning Practice in Accenture Capability Network.
The Rise of Reality Learning Thought PaperMarek Hyla
This Thought Paper describes how extended reality techniques could be used in the learning space. It was created in the Think Tank CoE of Talent Development and Learning Practice of Accenture Capability Network.
Design Thinking in Instructional Design Space Dicovery MapMarek Hyla
The visual summarizes design techniques which could be used in the instructional design space. It shows two perspective - design thinking perspective and ADDIE perspective. The design thinking techniques are mapped againts ther specific stages of each of these two models.
Deck discussing usage of augmented reality (AR), virtual reality (VR) and mixed reality (MR) in the learning space. It was prepared by the Learning Team of Think Tank CoE existing in the TD&L Innovation Center in Accenture.
In this session, you will learn:
•The components that create true instructional interactivity
•Specific tools to increase learner motivation when studying e-learning
•Gaming principles that can easily be applied to curriculum design
•Three essential characteristics of irresistible e-learning
• What to look for in a learning management system to deliver and track e-learning effectiveness.
Feminine gamification design perspectives. As human beings we all behave sometimes in a more feminine and sometimes in a more masculine way. when designing for inclusion of both behaviours you want to be aware of some of the subtle differences and be mindful of them.
Discussion document on learner gamification styles for use in learner centric content design. Adapted models of Gamification User types developed by Andrzej Marcsiewski and Kolb's learning cycle.
This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs...
http://www.curatr3.com/massive-open-online-courses/
Three Mysterious Keys to Interactive LearningKarl Kapp
The terms game-thinking, game-elements, and gamification have all entered into the vocabulary of trainers, e-learning developers, and instructional designers in the past few years. But what do these terms really mean and how can you apply them to create interactive learning events that change behavior and improve performance? How can you make your instruction more game-like without the cost and effort of creating a large-scale game?
However, we have to think about a few things. What elements can learning designers borrow from game designers? What is the one secret game designers know that instructional designers never seem to grasp? The answer to these questions, and more, are not all that mysterious and can be found in the research and in uncommon best practices.
Based on the bestselling book, The Gamification of Learning and Instruction, this interactive session includes many examples of using game-elements, game-thinking, and gamification to promote learning for performance improvement and highlights how organizations have added game thinking to their toolkit. And, yes, you will play a polling game in this session.
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Over 40,000 clients around the globe use the Accenture Supply Chain Academy because they want to raise the performance of their supply chain through knowledge & skill development of their employees... Our online learning solution has allowed them to improve efficiency and reduce cost because we cover all the functional areas of the supply chain. I would love to discuss this with you further patricia.b.terra@accenture.com
How to Create Efficient Learning Environment in Turbulent Times?Marek Hyla
The deck defines the framework of efficient learning environment created on a basis of secondary research of trends, new ideas and concepts in the learning and development space. It focuses on enablers and derailes related with learning mindsets and learning experiences supported by modern learning function.
This Thought Paper discusses how Artificial Intelligence could be used in the learning and development space. It provides various inspiration based on examples of solutions from and beyond the industry. The paper was prepared by Shweta Panwar and Debamitra Dasgupta within the Think Tank Center of Excellence of the Talent Development and Learning Practice in Accenture Capability Network.
The Rise of Reality Learning Thought PaperMarek Hyla
This Thought Paper describes how extended reality techniques could be used in the learning space. It was created in the Think Tank CoE of Talent Development and Learning Practice of Accenture Capability Network.
Design Thinking in Instructional Design Space Dicovery MapMarek Hyla
The visual summarizes design techniques which could be used in the instructional design space. It shows two perspective - design thinking perspective and ADDIE perspective. The design thinking techniques are mapped againts ther specific stages of each of these two models.
Deck discussing usage of augmented reality (AR), virtual reality (VR) and mixed reality (MR) in the learning space. It was prepared by the Learning Team of Think Tank CoE existing in the TD&L Innovation Center in Accenture.
Instructional design thinking dev learn conference, october 2017Marek Hyla
The deck used during DevLearn Confrence (October 2017) in Las Vegas. It let me to introduce the Instructional Design Thinking idea (combination of ID and DT) and work it out on two exercises using Learning Battle Cards tools.
Thought leadership material providing insights related with engagement in the learning process. Prepared in the Talent Development and Learning Innovation Center of Accenture Capability Network by the team leaded by Sumana Dey.
Greater Than Augmented Reality Concept Paper Accenture ConsultingMarek Hyla
Concept paper showing 4 future scenarios for augmented reality presented as DILO (Day in Life of) stories. 4 personas: Construction Worker, BPO Team Lead, Coach and Tourist are covered.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.