Games create engagement - the cornerstone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's toolbox. During this program, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Every learning manager, instructional designer, and trainer needs to be aware of the influence of this leading edge engagement technique.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Gamification is changing the way we do business. Learn why companies are rethinking incentives and strategies for keeping employees engaged in the workplace.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Gamification - to enhance learning and motivationMagnus Sjogren
Slide presentation on Gamification, Motivation and Retention in Education and Customer relations. How gamification may improve motivation and learning. Presented 10th February at Foo Cafe, Malmoe, Sweden.
Be Learning’s US based Director Miriam Tassone and Sydney’s own Dimity MacDiarmid travelled all the way to Dallas, Texas to share our knowledge of the industry with many other great names in the learning industry during ASTD 2013.
One of our favourite topics is of course “Loving a Digital Learning Life”, so you can imagine how thrilled we were to share our own experiences! In the digital economy, why is storytelling so powerful for learning? What are the key components of storytelling? Miriam and Dimity provided all the answers. They showed how to translate this into the digital landscape and invited the crowd to imagine the application of digital storytelling in their own workplace. The positive reactions and feedback we received were overwhelming and very inspiring. Here's the presentation.. To know more please visit our website www.belearning.com.au or follow us on Twitter: @BeLearning
Be Learning are talking about SCORM, and the way it hinders the effectiveness of modern and engaging digital learning experiences. Be Learning develop dynamic digital experiences that truly engage users, so here's our alternative - Introducing the HoneyPot - The Sweet Spot for Be Learning Digital Product Data and Reporting !
A presentation by Sera Prince, Digital Producer, Be Learning http://au.linkedin.com/in/seraprince
A Presentation on Gamification of Learning by Be Learning.
In recent years there has been a huge drive to harness the power of digital gaming in learning. It is a huge subject with games taking many forms and delivered in many ways, from the PC to the mobile, the gameboy to the Kinnect. They have been applied to aid the development of subject knowledge, subject specific skills to learning collaborative skills such as problem solving and team work. In many cases we are already using ‘gaming’ in learning, whether it be board games, quizzes or like one of our recent customer service programs where the facilitator led day was designed as a game with the integration of gaming principles.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
STEM education solutions webinar that discusses engaging your students with hands-on, project based learning. Review STEM education and objectives. Discuss the current state of Technology, Education and Industry. Learn how project-based learning benefits STEM education. Reveal Standards Based fischertechnik STEM Lab Program that includes 6 months of curriculum and material.
Presented by Bill Dempster and Gerry Jeffcott of 360 Public Affairs.
The presentation covers the following topics:
- An overview of Canada’s health technology assessment (HTA) system, including the national and provincial processes, which evaluate individual medications or therapeutic classes to inform funding decisions by governments and private payers
- How these systems have evolved to date to include patients’ experiences
- Attendees will also explore, together, how the HTA system could be improved to become more patient-centered in order to better meet the needs, expectations and values of patients, looking at a number of key questions, including:
- How and at what stage should patients be involved in HTA processes?
- What are the criteria for successful involvement of patients in HTA processes?
- How should patients’ perspectives be evaluated and factored into the formulary recommendations and, ultimately, coverage decisions?
- What are some of the current obstacles/barriers for successful patient involvement and what are the strategies/approaches to address them?
A presentation about the research paper: Does gamification work? For the credit Technology Enhanced learning at the University of Amsterdam. Different motivational affordances are described and a practical review of a variety of applications is discussed.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Gamification is changing the way we do business. Learn why companies are rethinking incentives and strategies for keeping employees engaged in the workplace.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Gamification - to enhance learning and motivationMagnus Sjogren
Slide presentation on Gamification, Motivation and Retention in Education and Customer relations. How gamification may improve motivation and learning. Presented 10th February at Foo Cafe, Malmoe, Sweden.
Be Learning’s US based Director Miriam Tassone and Sydney’s own Dimity MacDiarmid travelled all the way to Dallas, Texas to share our knowledge of the industry with many other great names in the learning industry during ASTD 2013.
One of our favourite topics is of course “Loving a Digital Learning Life”, so you can imagine how thrilled we were to share our own experiences! In the digital economy, why is storytelling so powerful for learning? What are the key components of storytelling? Miriam and Dimity provided all the answers. They showed how to translate this into the digital landscape and invited the crowd to imagine the application of digital storytelling in their own workplace. The positive reactions and feedback we received were overwhelming and very inspiring. Here's the presentation.. To know more please visit our website www.belearning.com.au or follow us on Twitter: @BeLearning
Be Learning are talking about SCORM, and the way it hinders the effectiveness of modern and engaging digital learning experiences. Be Learning develop dynamic digital experiences that truly engage users, so here's our alternative - Introducing the HoneyPot - The Sweet Spot for Be Learning Digital Product Data and Reporting !
A presentation by Sera Prince, Digital Producer, Be Learning http://au.linkedin.com/in/seraprince
A Presentation on Gamification of Learning by Be Learning.
In recent years there has been a huge drive to harness the power of digital gaming in learning. It is a huge subject with games taking many forms and delivered in many ways, from the PC to the mobile, the gameboy to the Kinnect. They have been applied to aid the development of subject knowledge, subject specific skills to learning collaborative skills such as problem solving and team work. In many cases we are already using ‘gaming’ in learning, whether it be board games, quizzes or like one of our recent customer service programs where the facilitator led day was designed as a game with the integration of gaming principles.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
STEM education solutions webinar that discusses engaging your students with hands-on, project based learning. Review STEM education and objectives. Discuss the current state of Technology, Education and Industry. Learn how project-based learning benefits STEM education. Reveal Standards Based fischertechnik STEM Lab Program that includes 6 months of curriculum and material.
Presented by Bill Dempster and Gerry Jeffcott of 360 Public Affairs.
The presentation covers the following topics:
- An overview of Canada’s health technology assessment (HTA) system, including the national and provincial processes, which evaluate individual medications or therapeutic classes to inform funding decisions by governments and private payers
- How these systems have evolved to date to include patients’ experiences
- Attendees will also explore, together, how the HTA system could be improved to become more patient-centered in order to better meet the needs, expectations and values of patients, looking at a number of key questions, including:
- How and at what stage should patients be involved in HTA processes?
- What are the criteria for successful involvement of patients in HTA processes?
- How should patients’ perspectives be evaluated and factored into the formulary recommendations and, ultimately, coverage decisions?
- What are some of the current obstacles/barriers for successful patient involvement and what are the strategies/approaches to address them?
A presentation about the research paper: Does gamification work? For the credit Technology Enhanced learning at the University of Amsterdam. Different motivational affordances are described and a practical review of a variety of applications is discussed.
This deck summarises some of our research into the "shape" of conversation maps (i.e. interaction networks) on Twitter. We find that the shape, or pattern, of brand and campaign conversations tend to sit on a continuum from centralisation to decentralisation. The shapes often evolve along this continuum as brands adopt more organic, two-way conversation patterns rather than the one-directional broadcasting techniques so common in traditional channels such as television and radio.
This presentation is based on a paper that won the Best Methodological Paper award at the 2015 ESOMAR Congress conference. You can access the paper here: https://www.esomar.org/web/research_papers/Innovation_2714_The-Shape-of-Conversations.php
10 Things We Know About Video Games for LearningKarl Kapp
These are my slides from my fill-in session at the ASTD Evidence-Based Learning Conference. It was a great conference filled with wonderful questions, ideas and thoughts.
Gamification how to gamify learning and instruction, Part 3 (of 3)Katrin Becker
‘Gamification’ - the use of game elements in non-game contexts - has rapidly become one of the current hottest trends. This presentation presents an overview of what gamification is and isn’t, and reports on the author’s experiences using this approach in a graduate level education class as well as the early results of a comparison between gamified and non-gamified sections of a freshman introduction to computers course. In the current course, the non-gamified sections employ a fairly standard structure that includes various assignments spread out throughout the term, various in-class activities, and both a midterm and final exam. The gamified section organizes all student work into various quests worth from 10 to 200 ‘experience points’ (XP), most of which have no set deadlines. While the quests are effectively equivalent in grade weight to the assignments of the more traditional sections, students in the gamified section start off with a score of zero (0) and every quest they submit contributes to their final grade cumulatively. A final score of 1000 is equivalent to 100%, but the total number of possible XP is 1435. All quests were made available to students at the beginning of term; some could be repeated for XP and included a variety of ‘guild’ (group) quests and ‘solo’ quests; and many quests could be repeated to earn additional XP. The presentation will provide some background on gamification, detail the course structure, highlight early successes and failures, and conclude with strategies for incorporating meaningful gamification in other courses.
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Karl Kapp
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. And, yes, you will play a game at this presentation. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Games, Gamification and the Need for Engaging LearnersKarl Kapp
Explore how games provide engaging learning opportunities as we discuss a broad scientific overview of what we know from research about the effectiveness of game-related techniques for engaging learners. This session shows you how to use the existing research literature in your own design and delivery of engaging online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningKarl Kapp
his decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors through games.
We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational?
This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning.
You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
Karl Kapp - Identifying the “Learning” Elements in GamesSeriousGamesAssoc
Presenter: Karl Kapp, Co-Founder, 2K Learning
We know that under the right conditions, learning occurs in games…but learning doesn’t occur in all games—even ones intended to lead to learning. Why? What makes a game effective from a learning perspective? What elements lead to learning and what elements detract from learning? This decidedly unacademic presentation provides research-based recommendations and guidelines for creating a game that leads to positive learning outcomes. Learn the best method for including a game into a corporate or K-12 curriculum, discover the number one game feature that leads to impactful learning outcomes and uncover game elements that have been directly linked to learning. Find out how to use empirically-based guidelines to create the outcomes you want to achieve with your serious game.
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...Karl Kapp
This is part two of a workshop I conducted. The hands-on workshop focused on innovative learning techniques and provided experiences for learners to apply the learning within the context of their daily assignments. The audience was primarily learning professionals.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Why 3D, Games and Simulations Matter for Learning and Collaboration?Karl Kapp
7th ANNUAL INNOVATIONS IN E-LEARNING SYMPOSIUM Presentation. Do 3D graphics and interactions really make a difference in how a learner interacts with content or other learners? Is a 2D environment as effective for serious games as a 3D environment? Studies are beginning to reveal the elements that make 3D characters more engaging and intriguing to learners. Additionally, research has indicated that the interactions learners have with 3D characters have an impact on behavior both within the 3D environment and for some time after the learner leaves that 3D environment. It turns out that 3D does make a difference in terms of learning, motivation and impact on behavior. This session discusses research that supports the argument that 3D learning environments add additional cues and inputs that make them ideal for teaching certain types of content.
Do 3D graphics and interactions really make a difference in how a learner interacts with content or other learners? Is a 2D environment as effective for serious games as a 3D environment? Studies are beginning to reveal the elements that make 3d characters more engaging and intriguing to learners. Additionally, research has indicated that the interactions learners have with 3D characters have an impact on learners behavior both within the 3D environment and for some time after the learner leaves that 3D environment. It turns out that 3D does make a difference in terms of learning, motivation and impact on behavior. This session will discuss research that supports the argument that 3D learning environments add additional cues and inputs that make them ideal for teaching certain types of content.
This presentation was given at the 2012 UL Eduneering Knowledge Summit. Here is the description:
Thought you knew about learning design and instruction? Test yourself as Learning myths are presented and exposed in this interactive question and answer session. Once the myths are exposed, we will discuss remedies to each myth based on the latest educational research. This evidenced-based presentation will provide you with the tools, evidence, and techniques you need to go back into your organization and present, design or purchase training that makes a difference.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
How to Use Gamification to Launch Digital Transformation in Higher Education Karl Kapp
Educause research indicates over 75% of institutions are currently pursuing Digital Transformation (DX) initiatives on their campus, with this number recently skyrocketing due to the immediate shift to remote learning forced by COVID-19.
While Digital Transformation may come in many forms, a core tenant of success is digital literacy and technology adoption. Institutions must prepare long-term strategies for both deploying innovative digital tools and motivating staff, faculty and students to learn, adopt and champion technology.
Research-proven techniques like Gamification will be a game changer for successful DX initiatives by recognizing, engaging and challenging team members to adopt tools.
Closing Session: The Power of Play and Games in These Uncertain TimesKarl Kapp
Play and games can be seen as merely an escape in times of uncertainty but, fortunately, games and play can do so much more. Games and play can help us and our students make sense of the world around us, can help keep us safe, help us to predict what might happen in the future and help us learn. Dive into the various ways in which games and play are rising to the forefront during this pandemic. Discover how you can use games and play can influence your outlook, keep you sharp, and, even, productive during these uncertain times.
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Karl Kapp
Engaging students is a difficult task. They are constantly confronted with distractions and demands on their time. So how can we create instruction that pulls student into the content and helps them gain the knowledge required to be successful? How do we grab and hold attention? How do we motivate students to engage with the content we are teaching? Participate in this keynote and engage in solving this mystery in this interactive presentation.
This decidedly nonacademic presentation will present research findings and resources related to creating engaging instruction using the same techniques as video games. The presentation discusses using game elements appropriate for presenting learning content and how using only a small part of techniques lead to increased learning motivation.
And, yes, you will play a polling game in this session. Discover firsthand how research-based practices and game-thinking are used to engage learners, increase learning, and lead to increased engagement.
Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...Karl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Explore the use of game elements to challenge learners, generate curiosity, and create immediate feedback. Learn how to balance the elements of story, action, and uncertainty to simulate thinking and engagement. In this session you will experience firsthand how gamification motivates learners and increases retention.
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...Karl Kapp
Session Description:
Game designers think about action, adventure, and engagement. In contrast, instructional designers tend to think about objectives, content, and quizzes. As a result, most games are fun, intriguing, and immersive, while most instruction tends to be predictable, boring, and perfunctory. Change your mindset from an instructional designer to a game designer and immediately begin creating engaging and effective instruction. Learn methods to help you think like a game designer and change stale training into an exciting and interesting experience for learners.
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game Karl Kapp
Session Description:
In a case study format, learn how a 3-D video game was developed to provide skills training. We will discuss how a behaviorally focused rubric was mapped into a 3-D branching game to provide real-time feedback to learners on their decision-making skills with different members of the client's in-house training teams. The tools, analytical measurements, and learning decisions will be discussed and generalized for application across a wide variety of scenario-based training situations. We'll see a demonstration of the game and the dashboard that is used to evaluate how their learners are performing in the game and how the tools in the game provide a coaching platform to improve performance.
Application on the Job:
Apply a behaviorally based rubric to the creation of an interactive branching conversation to measure scenario-based decision-making.
Leverage game elements to promote engagement, replayability, and learner interaction.
Discover how player analytics in the game are used to provide real-time feedback, remedial feedback, and coaching.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Strengthening Quality Management with High Impact TrainingKarl Kapp
The slides from this webinar examine the evolution of training technology and outlined how implementing the right technology is helping companies support role-based training programs, making learning easier, and delivering training as part of quality processes – while ensuring job and audit readiness.
We shared training best practices and how technology can:
• Align training with corporate goals
• Improve quality management with modern learning techniques
• Enable micro- and in flow learning
• Simplify role-based training
• Measuring learning and training impact
About our presenters:
Karl Kapp, Bloomsburg University of Pennsylvania
An expert in the convergence of learning, technology, and business, Karl Kapp was named to the 2017 "LinkedIn Top Voices in Education" list and has been named a top influencer in the training industry. Author of seven books including “The Gamification of Learning and Instruction” and “Play to Learn,” Karl is a highly sought international, TEDx and industry speaker.
Kent Malmros, Veeva Systems
Kent has spent the majority of his career delivering technology-enabled training solutions to life sciences, holding leadership positions at industry leading companies such as AdMed, ClearPoint (Red Nucleus), UL EduNeering (UL), and now at Veeva Systems.
To watch the full webinar on demand, please register here: http://bitly.com/2Oh2TLc.
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
Games, Interactivity and Gamification for Learning Karl Kapp
Gamification gets a lot of ink, but do you know what the research says? Kapp walks you through the latest research into why game-based thinking and mechanics make for vigorous learning tools. He’ll dissect critical elements of games and describe how to apply them to design and development. You’ll learn to create engaging learning using game-based thinking, find out how to move beyond theoretical considerations, and be introduced to three methods for designing interactive game-based learning.
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
In games, players immediately take action, make meaningful decisions, and volunteer to spend more and more time finding treasures or defeating villains. Meanwhile, many corporate e-learning experiences are less than engaging. What instructional designers need to do is steal ideas, techniques, and methodologies from game designers and incorporate those ideas into our instructional design. This session will provide a model that can be followed by instructional designers as well as research-based recommendations for helping instructional designers think more like game designers. The result will be interactive and engaging instruction. This will be an intermediate-level session, and some knowledge of instructional design will be helpful. Also, bring your smartphone and devices, as you will be interacting with the content and voting on answer choices while this interactive adventure unfolds.
This interactive presentation provides a learner quest. The audience members go on an adventure to find a missing professor and discover how to create engaging learning along the way.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
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Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
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LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
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The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
4. Slides for This Presentation
Google
“Kapp Notes”
Look for ASTD DC METRO 2013 Presentation Resources
Content ripped from the pages of
“The Gamification of Learning and
Instruction”
5. Agenda
1 2
What are four instructional design methods
What are three simple, low‐tech that encourage immersive learning
techniques for creating engaging
learning experiences?
3
How do I, create learning experiences tied to interactivity,
immersion and game‐based elements?
17. Fantasy– There are both cognitive and
emotional reasons for evoking fantasy.
Cognitively a fantasy can help a learner
apply old knowledge to understand new
things and help them remember the
content. Emotionally, a person can
connect with the experiences and not
bring with it “real-world” concerns or fears.
18.
19. Challenge and Consolidation– Good games offer players a set
of challenging problems and then let them solve these problems
until they have virtually routinized or automated their solutions.
Games then throw a new class of problem at the players requiring
them to rethink their now, taken-for-granted mastery, learn
something new, and integrate this new learning into their old
mastery.
James Paul Gee,
University of Wisconsin-Madison
24. Researchers have found that the Yep, People tend to remember facts
human 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.
Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green
http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and
Instruction.
31. Flying around a virtual world
as a superhero made subjects
nicer in the real world. physical
world
Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes:
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1‐9.
32. An experience as an avatar
can change a person's real
life perceptions. In a study
conducted by Yee and
Bailenson (2006), it was
found that negative
stereotyping of the elderly
was significantly reduced
when participants were
placed in avatars of old
people compared with those
participants placed in avatars
of young people.
Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective‐Taking on The
Reduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual
International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA
33. On tests involving different word problems, the group who had
a character explain the problems generated 30% more correct
answers than the group with just on‐screen text.
Animated pedagogical agents (characters) can be aids
to learning. A “realistic” character did not facilitate
learning any better than a “cartoon‐like” character.
Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of
Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”
39. The most helpful feedback provides specific
comments about errors and suggestions for
improvement. It also encourages learners to focus
their attention thoughtfully on the task rather than
on simply getting the right answer.
Shute, V. J., Ventura, M., Bauer, M. I., & Zapata‐Rivera, D. (2009). Melding the power of serious games and
embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P.
Vorderer (Eds.), Serious Games: Mechanisms and Effects. Philadelphia, PA: Routledge/LEA. 295‐321.
40.
41. Embed into a larger Curriculum
Training Manuals
E-learning
Classroom
instruction
42. Instructional games should be embedded in
instructional programs that include
debriefing and feedback.
Engagement
Instructional support to help learners
Educational
understand how to use the game increases
Simulation
instructional effectiveness of the gaming
Game
experience. Pedagogy
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4
“The Gamification of Learning and Instruction.”
g
48. Special Thank You!
• Game On! Learning
– Bryan Austin
– http://www.gameonlearning.com/
• The Knowledge Guru
– Sharon Boller
– https://www.theknowledgeguru.com/
49. Takeaways
1) Interactivity of games leads to higher knowledge.
2) Fantasy, curiosity and challenge are key elements for
instructional games.
3) Embed facts to be learned in the context of stories.
4) On screen characters can enhance e‐learning.
5) Use stories rather than bulleted lists to present facts.
6) Present learners with a difficult challenge to engage and
motivate them.
7) Use stories that are related to the context of the desired
learning outcome.
8) Feedback needs to be targeted.
9) Embedded the game into a larger curriculum.
50. Contact Karl via Race you to Book
Twitter or email Store!
Twitter:@kkapp
kkapp@bloomu.edu