Advanced Learning Environments for Today's Tech-Savvy LearnerNICSA
Practical experience and research suggests that individuals joining our companies today learn and work differently than those in the past. Technology including video games, texting, social media, and You Tube have had a strong role in influencing how our newest colleagues learn and interact with others. Join us to explore how some firms are addressing the challenges of creating effective learning environments focused on preparing individuals for their current roles and for future leadership positions.
Everybody wants a share of your time. All your suppliers fight for your loyalty. So do banks, that not only want you loyal, but would also want you to self service yourself and promote their business. Gamification is how they could achieve all of these.
Encourage engagement & improve human capital with blended learning - retail b...BankersLab
BankersLab® believes human capital is a currency that counts.
Can we combine practitioner knowledge with technology to support real workplace learning? Yes We Can!
BankersLab® is the first company to deliver gamified training products that integrate numerical simulations, scenario games, the gamified classroom and mobile learning to the retail banking industry.
BankersLab® products are designed to enhance a professional’s ability to develop and test strategies in a range of real-world market conditions in a virtual setting.
BankersLab® products are designed to effectively leverage the natural cognitive learning process – how humans remember, understand, apply, analyze, evaluate and create.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“Gamification in the Higher Education Health Curricula; Fad or the Future?” by Derek Beeston, Associate Professor of Ethical Leadership & Professional Responsibility - Faculty of Health Sciences
This article is written by Anish Dasgupta, Brand Manager at Kuliza. The article was published in issue 07 of the Social Technology Quarterly.
Summary: Gamification on one hand is an effective way to change behaviours. But on the other hand there is room for exploitation and manipulation. It is important to determine a framework and gauge how gamification raises ethical concerns.
Advanced Learning Environments for Today's Tech-Savvy LearnerNICSA
Practical experience and research suggests that individuals joining our companies today learn and work differently than those in the past. Technology including video games, texting, social media, and You Tube have had a strong role in influencing how our newest colleagues learn and interact with others. Join us to explore how some firms are addressing the challenges of creating effective learning environments focused on preparing individuals for their current roles and for future leadership positions.
Everybody wants a share of your time. All your suppliers fight for your loyalty. So do banks, that not only want you loyal, but would also want you to self service yourself and promote their business. Gamification is how they could achieve all of these.
Encourage engagement & improve human capital with blended learning - retail b...BankersLab
BankersLab® believes human capital is a currency that counts.
Can we combine practitioner knowledge with technology to support real workplace learning? Yes We Can!
BankersLab® is the first company to deliver gamified training products that integrate numerical simulations, scenario games, the gamified classroom and mobile learning to the retail banking industry.
BankersLab® products are designed to enhance a professional’s ability to develop and test strategies in a range of real-world market conditions in a virtual setting.
BankersLab® products are designed to effectively leverage the natural cognitive learning process – how humans remember, understand, apply, analyze, evaluate and create.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“Gamification in the Higher Education Health Curricula; Fad or the Future?” by Derek Beeston, Associate Professor of Ethical Leadership & Professional Responsibility - Faculty of Health Sciences
This article is written by Anish Dasgupta, Brand Manager at Kuliza. The article was published in issue 07 of the Social Technology Quarterly.
Summary: Gamification on one hand is an effective way to change behaviours. But on the other hand there is room for exploitation and manipulation. It is important to determine a framework and gauge how gamification raises ethical concerns.
Learning2gether with EVO Minecraft MOOC and Gamification of Teacher Professio...Vance Stevens
This presentation is about a correspondence between two EVO (Electronic Village Online) sessions: 1) the EVO Minecraft MOOC (EVOMC16) and 2) Techno-CLIL (content and language integrated) approach to language development. There is much evidence that Minecraft can enhance language development; for example, the cases discussed in in an article by co-moderators of the EVOMC16 session (Smolčec & Smolčec, 2014). This presentation will suggest to educators interested in adopting the CLIL approach how they might consider Minecraft as a representation of content, and see how language development might derive from interaction in a gamified environment based on that content.
Enterprise Gamification as Methodology to Promote Employee EngagementPatrick Bartl
Talent development as well as employee engagement and commitment are the most important workforce challenges for enterprises today. The majority of employees in the Western world are either indifferent or unengaged. Social science suggests that employee motivation drives employee engagement which in turn drives customer satisfaction and loyalty. This means that employee engagement has a direct impact on the performance. Companies with high sustainable engagement achieve the threefold operating margin compared to companies with low traditional engagement. Enterprise gamification offers a solution to promote engagement across the company.
Gaming in general is for everybody. This is mainly driven by the digitalization and evolution of video games. The democratic shift entails generations of digital natives that grow up with games. Gaming is therefore omnipresent in their lives. However, gamification is not a form of pure fun at work or a video game on top of work. Gamification aims to leverage the ludic drive of humans embedded in a state-of-the-art technological environment. It is defined as the use of game mechanics and experience design in a non-game context to (digitally) engage and motivate employees to achieve their objectives and in turn meet aligned organizational goals. This can help to move a significant part of the indifferent employees into the group of engaged to highly engaged employees.
What makes gaming so appealing - Gamification in HR - Manu Melwin Joymanumelwin
Here are the reasons why gaming is so captivating:
We receive instant feedback.
We experience a sense of flow
Progressive difficulty makes us want more.
Gaming is intrinsically gratifying.
My Marriott Hotel - Gamification in recruitment - Manu Melwin Joymanumelwin
Marriott, a hospitality giant, had introduced a game called ‘My Marriott Hotel' as part of its recruitment gamification strategy on its Facebook jobs and careers page.
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
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.
Angela Behler, Geschäftsführerin der Düsseldorfer Werbeagentur Heithausen & Behler, hielt auf der CeBIT 2013 in Hannover einen Vortrag zum Thema „Change Management & IT“.
FOM Kommunikation, Verhandlung:
Die Millersche Zahl, Millers Magical Seven oder die Überforderung des menschlichen Informationssystems.
Gründe für schlechtes Verhandeln oder Angreifbarkeit bei Verhandlungen
Semantik knackt Big Data:
Der Großteil der Personaldaten besteht überwiegend aus Worten, nicht aus Zahlen, und nur semantische Technologien können diese riesigen Datenmengen effizient strukturieren
Learning2gether with EVO Minecraft MOOC and Gamification of Teacher Professio...Vance Stevens
This presentation is about a correspondence between two EVO (Electronic Village Online) sessions: 1) the EVO Minecraft MOOC (EVOMC16) and 2) Techno-CLIL (content and language integrated) approach to language development. There is much evidence that Minecraft can enhance language development; for example, the cases discussed in in an article by co-moderators of the EVOMC16 session (Smolčec & Smolčec, 2014). This presentation will suggest to educators interested in adopting the CLIL approach how they might consider Minecraft as a representation of content, and see how language development might derive from interaction in a gamified environment based on that content.
Enterprise Gamification as Methodology to Promote Employee EngagementPatrick Bartl
Talent development as well as employee engagement and commitment are the most important workforce challenges for enterprises today. The majority of employees in the Western world are either indifferent or unengaged. Social science suggests that employee motivation drives employee engagement which in turn drives customer satisfaction and loyalty. This means that employee engagement has a direct impact on the performance. Companies with high sustainable engagement achieve the threefold operating margin compared to companies with low traditional engagement. Enterprise gamification offers a solution to promote engagement across the company.
Gaming in general is for everybody. This is mainly driven by the digitalization and evolution of video games. The democratic shift entails generations of digital natives that grow up with games. Gaming is therefore omnipresent in their lives. However, gamification is not a form of pure fun at work or a video game on top of work. Gamification aims to leverage the ludic drive of humans embedded in a state-of-the-art technological environment. It is defined as the use of game mechanics and experience design in a non-game context to (digitally) engage and motivate employees to achieve their objectives and in turn meet aligned organizational goals. This can help to move a significant part of the indifferent employees into the group of engaged to highly engaged employees.
What makes gaming so appealing - Gamification in HR - Manu Melwin Joymanumelwin
Here are the reasons why gaming is so captivating:
We receive instant feedback.
We experience a sense of flow
Progressive difficulty makes us want more.
Gaming is intrinsically gratifying.
My Marriott Hotel - Gamification in recruitment - Manu Melwin Joymanumelwin
Marriott, a hospitality giant, had introduced a game called ‘My Marriott Hotel' as part of its recruitment gamification strategy on its Facebook jobs and careers page.
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
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.
Angela Behler, Geschäftsführerin der Düsseldorfer Werbeagentur Heithausen & Behler, hielt auf der CeBIT 2013 in Hannover einen Vortrag zum Thema „Change Management & IT“.
FOM Kommunikation, Verhandlung:
Die Millersche Zahl, Millers Magical Seven oder die Überforderung des menschlichen Informationssystems.
Gründe für schlechtes Verhandeln oder Angreifbarkeit bei Verhandlungen
Semantik knackt Big Data:
Der Großteil der Personaldaten besteht überwiegend aus Worten, nicht aus Zahlen, und nur semantische Technologien können diese riesigen Datenmengen effizient strukturieren
A “Bring Your Own Device” learning strategy may make employees happy but can be risky.
Generational trends. For the first time in mordrn history, US workers span four generations. It's common to see 20-year-old new hires workers alongside co-worker five decades their senior. The diversity of thinking and learning styles found in today’s workplace is spurring HR professionals to look beyond traditional training approaches.
The Quest for Learner Engagement: Games, Gamification and the Future of LearningKarl Kapp
At the end of the The Quest for Learner Engagement: Games, Gamification, and the Future of Learning presentation, the participant should be able to:
Differentiate among the different learning applications of games, gamification and stimulations.
• Identify four game-elements appropriate for the gamification of learning.
Gamification: Your Secret Weapon Against Zombie LearnersGrowth Engineering
A lack of learner engagement is the single biggest issue within the learning and development landscape. Luckily, we've got the perfect solution: Gamification. To find out the 'How?', 'What?' and 'Why?', take a look at our brand new presentation: 'Gamification: Your Secret Weapon Against Zombie Learners'.
Global organizations are always seeking ways to improve their training. Gamification is quickly becoming recognized as a highly engaging method of training in enterprise, as it has the ability to significantly improve employee performance.
In this webinar, Interactive Services CLO, Matt Plass, co-presents with Sara Hurley, Director of Compliance at Integrys Energy Group, to share some valuable tips about the gamification of compliance training. Together, Matt and Sara will outline the benefits of gamified training using the Integrys Corporate Policies boardgame as a case study.
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
Gamify your e learning! 6 Ways to Incorporate Gamification into eLearningLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
A learning management system that exists online, “in the cloud,” allows learners anywhere, anytime access.
Federal workforce training grants may be missing the boat when it comes to covering technical skills vs. soft skills.
Presentation given by Kevin Corti (when CEO, now Founder of SoshiGames) about serious games used in business education and training.
Please note the videos do no work in slide share. If you would any information on specific games please contact info@pixelearning.com
This is a presentation that I did based on my experiments in Games Based Learning in the corporate world, the successes I have had + also the research material I have gathered from sources around in the internet that explain why it works and the benefits it yields.
Unleashing Mobile Superheroes! Creating a Gamified Learning Strategy for the ...Gamification Europe
An exploration of how to incorporate gamification elements throughout workplace training schemes, the positive impacts it can have on learner engagement and how gamification can be implemented in a mobile app. Growth Engineering's project with L’Oréal and how both Juliette and her team realised that the future of gamification is mobile. Best practices that were created through the journey in the gamification world and helped them go from player to professional!
An increasing number of companies are adapting the principles of gamification to take their recruitment processes to the next level and increase the likelihood of finding candidates with the right skills and attitudes.
Products That Count: LinkedIn fmr Product Head on 5 Lessons to Fast Track you...Products That Count
Smart people learn from their mistakes. Wise people learn from the mistakes of others. Hear what LinkedIn fmr Product VP Joff Redfern would have told his younger self to get to where he is in half the time. Joff shares his learning from over 20 years of product leadership experience to help you accelerate your learning and growth in product leadership.
This presentation is from Joff Redfern, who leads the collaboration product team at Atlassian. His talk was given at Products That Count San Jose on 2/7/18.
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.
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.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
8. We’ve learned and struggled for a few
years here figuring out how to make a
decent phone. PC guys are not going
to just figure this out.
They’re not going to just walk in.
--Palm CEO Ed Colligan, 16 Nov 2006
9. This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook, 2013.
Palm sold to HP in 2010, by 2011
Palm was done.
20. What is this “game” stuff?
Gamification is
the use of gaming
elements
integrated into a
training program
aligned goals to
promote change
in behavior.
Game-based
Learning is the
use of a game to
teach knowledge,
skills and abilities
to learners using
a self-contained
space.
Simulation
Learning is a
realistic, controlledrisk environment
where learners can
practice specific
behaviors and
experience the
impacts of their
decisions.
21. What is this “game” stuff?
• Gamification is to Learning Game as:
– Part is to Whole
– Piece is to Puzzle
– Slice is to Pie
– Steering Wheel is to Car
• Gamification uses elements of games but is not
a game in-and-of itself.
22. What is this “game” stuff?
Gamification + Simulation = Learning Game
Content Gamification: Content
changes to be more game‐like
Structural Gamification: Game
elements added to propel learner
through content.
23. Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
24. Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
NOT Enough Time
43. Fact.
Provide a challenge
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational
reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan
for educational reform. San Francisco, CA: Jossey-Bass
45. Training
• Course Objectives
– Adhere to the proper policy for providing
information to clients
– Understand what is permissible to share with
clients and what is not
– Identify three methods of conducting an audit
46. You are gathering data during the first day
of an audit. During lunch, Mary
approaches you and tells you that she has
something important to discuss. The two
of you go to your office and she makes the
accusation that the VP of Finance is hiding
an account…
What is the first thing you should do?
47. What can you do?
Give your learners the “Kobayashi
Maru” equivalent.
48. “Kobayashi Maru” is a no win,
difficult situation designed to
teach “thinking.”
50. Technology Tower Trivia provides members the
opportunity to test their cable knowledge
through five cable related categories by climbing
the pyramid and wagering points with each
question.
Make it to the top and win the Technology
Tower Trivia. Stuck on a category? SCTE
offers a wide array of technical resources
and courses to help you strengthen your
knowledge in that key area.
51.
52.
53.
54.
55. Used to help determine what courses are
best for you to take from the professional
organization.
63. Femke Herregraven, won the Young Designer Award 2013 for developing a gamified
way of teaching international tax laws
What if a small company doing international business had a tool available that lets
them determine in an easy way how to pay as little tax as possible?
The tool www.taxodus.net does just that.
64.
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75. Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
kkapp@bloomu.edu