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Three games designed for Social Emotional Learning (SEL) have been cited for excellence in the 2019 International Serious Play Award Program. Gold Medal citations were awarded to: Trauma-Informed Practices for K12 Schools, an interactive professional development solution for educators to build skills, confidence, and empathy to better support students whose behavior might be caused by trauma or distress.
Recently, I was doing some work for a peer-reviewed article and came across this interesting piece. Good guildelines for creating serious learning games. Abstract: There is no doubt that an abundance of factors exists that makes learning with serious games successful. Research articles reporting on these factors, however, tend to focus on select serious game elements and do not combine all salient factors for successful learning with serious games.
It’s been a busy summer. I’ve been involved with several major projects, one is building a learning video game called iSAIL, it’s been a challenging but rewarding project, we’ve really broken new ground in analytics and behavioral analysis through game-based learning, looking for another great client who is interested in rolling out a branching-decision making 3D video game linked to your own behavioral sales model.
Great time at the eLBX Conference. Met up with some old friends and made some new ones. Here are the slides and some resources discussed. Here is a link to the conference. Games, Gamification and Game-Thinking: Making a Impact with Learners from Karl Kapp. Click here for a link to the Zombie Instructional Design Card Game and Zombie Sales Card Game.
Here are the slides and some resources related to my Core4 ATD my presentation “Thinking Like a Game Designer” Here are the slides: Beyond Gamification: Thinking Like a Game Designer from Karl Kapp. Here’s how to make notes right in PowerPoint. Instructions on How to Take Notes Directly on a PowerPoint Slide from Karl Kapp. _. If you want to try a card game designed for learning for yourself, here are some links: Learn more about the “Zombie” card games here.
Here are the slides and some resources from my presentation Games, Gamification and Interactivity for Learning. Here are the slides: Games, Interactivity and Gamification for Learning from Karl Kapp. Here’s how to make notes right in PowerPoint. Instructions on How to Take Notes Directly on a PowerPoint Slide from Karl Kapp. Here are some resources related to the concepts and ideas behind the presentation: 3 Lessons from Converting a Face-to-Face Role-Play Into an Online Simulation.
If past is prologue, the learning game industry is set for a wild ride in 2018. One of the most interesting trends and developments across the gaming industry is the surge in the popularity of both board and card games. From my personal observation and interactions with clients, the board game, card game trend is heading straight for the learning game industry as well.
Here are some resources you may find helpful from the workshop. When you are in the classroom or teaching online, you may want to find new and interesting ways to engage students. Here is a course titled How to Increase Learner Engagement which provides ten great ideas for breaking away from the lecture and working toward engaging students on a meaningful level.
The other day I had a chance to have a conversation with Roni Floman of GamEffective. GamEffective was established in 2012 and works to change the way companies motive employees and the way managers align their teams with company goals. GamEffective uses real time performance tracking and goal setting to create employee engagement and improved employee performance.
Brandon Carson. The other day I had a chance to catch up with Brandon Carson who contributes to our industry in so many ways. He has been a speaker at Elliot Masie’s Learning conference ( here is a great video of Brandon talking to Elliot ). Brandon is the Director of Learning at the Home Depot and he has recently authored the compelling book “ Learning in the Age of Immediacy: 5 Factors for How We Connect, Communicate, and Get Work Done ” from ATD Press.
The Lectora 2017 Users Conference promises to be an exciting and engaging event. Here are the slides from my keynote (but no peaking until it’s over). Mission Possible: Creating Learner Engagement from Karl Kapp. As indicated in the keynote, all of the topics were not covered but, they are all covered here. What we missed on the mission is provide in the information below (and in the slides above).
Here are some slides and information covered in my presentation at the Texas Distance Learning Association conference. I’ve included the slides from the presentation and slide on using PollEverywhere and writing directly in PowerPoint in slideshow mode. Storytelling: Tools of Engagement from Karl Kapp. Using Poll Everywhere to Create an Interactive Story-based Presentation from Karl Kapp.
Here are some resources related to gamification and, more importantly, thinking like a game designer when creating instruction from my fun keynote with everyone form the Texas Distance Learning Association. What a wonderful group of dedicated and “fun” professionals, they really are a family. Here are the slides of my keynote. Quest for Learning Engagement: Adventure Versions from Karl Kapp.
Recently a number of great folks I know in the L&D field have indicated they are working on a book. Writing a book is a great experience. Writing helps me clarify thoughts, focus my ideas and explore content. The writing process connects concepts in my mind together in deep meaningful ways. For a variety of reasons, I think everyone should write a least one professional book.
I’ve known Kevin Kruse for many years. He and I met at a meeting of the Society for Pharmaceutical and Biotechnology Trainers (now L-TEN) over a decade ago. Since that first meeting, we’ve co-presented on the topic of evidence-based training, worked together when he was a CEO of one of his many companies, collaborated on parts of his ground-breaking website/blog eLearning Guru and frequently meet up at speaking engagements.
Creating a Learning Game with “Play to Learn” So excited to be able to say that PLAY TO LEAN, the book Sharon Boller and I have been crafting, writing and assembling is finally available. The book is based on a workshop we’ve been conducting for years and combines our findings, best practices, aha moments and game design thinking insights.
Death of Self-Pace eLearning. In a report published in August 2016 by Sam Adkins of Ambient Insight a declaration is made that self-paced eLearning is in a death spiral: The worldwide five-year compound annual growth rate (CAGR) for self-paced eLearning is distinctly negative at -6.4%; global revenues for self-paced courseware are dropping fast. In 2016, global revenues for self-paced eLearning reached $46.6 billion, down slightly from the $46.9 billion in 2015.
The other day I had an opportunity to ask Yury Uskov of iSpring a few questions about his company and the future of eLearning. Yury founded the company, iSpring, in 2005 and today iSpring tools are used by over 40,000 customers in 155 countries, including 148 of the Fortune 500 companies, and the world’s top universities. Yury has a master’s degree in software engineering, and has been teaching computer programming at the Mari State Technical University for over 17 years.
The other day, an online colleague of mine, Peter G. Shea, introduced me to the term “disfluent” from the book Smarter, Faster, Better by Charles Duhigg. The term means “harder to process at first but stickier once it was really understood.” The term resonated with me because I believe one of the reasons games are so effective for learning is because struggle is built into the process of playing a game.
In a recent article 3 Instructional Design Strategies For Virtual Reality Learning , I discussed three (among many) instructional design strategies for VR: Conceptual Orienteering, Critical Incident and Operational Application. In this article, I step back and look at seven fundamental principles that need to be designed into any VR experience. You’ll notice that all of these principles are included in the three instructional strategies mentioned in the above article.
Here is part two of the questions about gamification from a 7th grade in a California school. 10. How long have you taught with a traditional learning version? AND 11. How long have you taught with a gamified learning version? When I was in college, we learned to teach in the “traditional” manner and I have been doing that for a while and still do in some instances.
The other day I received a very nice email from a 7th grade student in a high school is California. She wanted to know if I could answer a few questions about gamification as she saw my TEDx talk and has gotten interested in the subject of games and gamification for learning. I think it is awesome that she is so excited about games and gamification for learning so here are the questions and my answers.
In my work with games and gamification I have the opportunity to travel around the globe talking to folks who are working on various aspects of games and gamification from vendors to practitioners to consultants. During this year, I’ve seen a number of universal trends that are worth noting. Continued Strong Interest in Gamification and Game-based Learning.
The other day I had a chance to catch up with John Blackmon. John is the Chief Technology Officer for Trivantis as well as being one of the Co-Founders of the company. And before that, John was Co-Founder and Lead Engineer at BocaSoft, a company that created various software utilities for the OS/2 operating system. John began his career at Electronic Data Systems, where he designed a number of automatic identification systems using various technologies for plant floor applications.
At Masie’s Learning 2016 , there were many extraordinary events. In fact, soon curated content will be posted on the site. But in the meantime, here is my take on one of the most innovative and leading edge concepts…a Learning Escape Room. According to Wikipedia , an escape room is a “ a physical adventure game in which players are locked in a room and have to use elements of the room to solve a series of puzzles and escape within a set time limit.
Great time presenting webinar for InSync Training today, here are some resources including the slides from the presentation. Case of the Disengaged Learner: InSync Training Presentation from Karl Kapp. If you are interested, you can buy the Detective characters and template here. It’s great to shortcut the entire development process. Many people ask me how I am able to add notes directly to PowerPoint.
Great time at the New Designs for Learning: Games and Gamification Conference. Met so many wonderful people and had a great time discussing games and gamification. Here are the slides from the keynote: Case of the Disengaged Learner: New Designs for Learning Conference from Karl Kapp. Also, many people ask me how I am able to add notes directly to PowerPoint.
As I prepare to enter my 19th year teaching at the University, I have had the privilege of watching several alumni from our program (students I have taught) go on to become professors and teach at other universities, colleges, community colleges and other academic institutions. It is awesome to watch someone whom I’ve had in class go on to lead their own class.
Recently, Deena Skolnick Weisberg, a senior fellow in the department of psychology at the University of Pennsylvania, wrote an interesting article titled “ Why kids can learn more from tales of fantasy than realism. ” The article reminded me of some work I’ve done recently in looking at the role of fantasy in learning and why fantasy is not just a learning technique for kids but for adults as well.
I received a notice in my in-box the other day about a new self-published book that discussed the idea of something called Lean-Agile Courseware by Raytheon. It turns out the book is nonfiction business book about applying Lean and Agile principles to the development of learning-related projects. I was intrigued by the idea since I explored a similar concept in my Gamification book in a section called “ADDIE vs.
I recently had the opportunity to sit down with Bryan Austin, mLevel’s Vice President of Learning Innovation. I’ve known Byran for a while and he has always been passionate about games for learning and it was good to catch up with him. We discussed the evolution of the mLevel game-based learning platform and how it has helped a number of companies increase the effectiveness of learning in their organizations.
It seems to me that the year 2015 was the year that gamification got “real” for learning and development. It still has a way to go but a number of instances seem to point to a more concrete and focused effort on making gamification work in learning and development and the spreading of the concept. Gamification is Bringing Serious Game-Based Learning and Simulation-Based Learning Along for the Ride.
I recently had the opportunity to sit down with Carol Leaman the CEO of Axonify. We discussed the daring new shift Axonify is making in the corporate learning space. Carol, herself, has had a remarkable career working in the technology space for a number of years. You can learn more about her in this great interview called “Why this woman turned down a fabulous job at Google”.
I’ve known Kevin Kruse for many years. He and I met at a meeting of the Society for Pharmaceutical and Biotechnology Trainers (now L-TEN) over a decade ago. Since that first meeting, we’ve co-presented on the topic of evidence-based training, worked together when he was a CEO of one of his many companies, collaborated on parts of his ground-breaking website/blog eLearning Guru and frequently meet up at speaking engagements.
Karl Kapp and Elliott Masie riffing on games and gamification for learning at Learning2015 in Orlando, FL. Last week I had the honor and privileged of being one of the keynote speakers at Elliott Masie’s Learning2015 Conference in Orlando, FL. The conference was a great flurry of activity and provided many wonderful chances to interact with great people and to discuss the concepts of games and gamification for learning.
The other day some one asked me about badges and learning. Here are some thoughts on the subject. 1) Badging is good for indicating non-linear knowledge acquisition. Leveling tends to build upon the previous skills. 2) Badging can serve two purposes. One is to micro-credential a person. This means that the badge certifies that someone can do what they need to do.
The other day, I had a wonderful Skype conversation with Álvaro Mas, business developer at Hooptap. He showed me an interesting product to help gamify learning. He also provided some examples of how they are implementing Hooptap solutions in various organizations. Here is some of that interesting conversation. Kapp: What is Hooptap? Mas: Hooptap conceptualizes and develops technological solutions based on our gamification platform with the goal of engaging, activating and retaining users, fans,
One of my many roles at Bloomsburg University is as the Assistant Director of the Entrepreneurial Leadership Center (ELC) where we encourage college students to think about starting their own business. One team of student’s I’ve had the pleasure of working with are Paul Rosa and Sean Roth who recently secured $115,000 Investment for a sports App they are developing (It’s going to be big).
The other day I caught up with Stephanie Nadda. Stephanie is a consultant based in Chicago who has worked with large organizations like W.W. Grainger, Walgreens, the NCAA, the College of American Pathologists, Ace Hardware, Aon Hewitt, etc. over the last 12 years. Her niche is learning technologies and she has recently partnered with a company called Exult, based in Pune, India.
Today I had the pleasure of being the closing keynote at The Allen Experience and met some awesome people and had a great time. Here are the slides and other resources from the presentation. Here are the slides. Don't Think Like an Instructional Designer—Think Like a Game Designer from Karl Kapp. Here are some other resources that might be helpful.
Here are some resources related to my DevLearn presentation. Here are the slides from the presentation. B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEngagementss from Karl Kapp. Here are slides related to adding notes right into PowerPoint. Take Notes Right on a PowerPoint Slide from Karl Kapp. Articles. 8 Types of Stories to Effect Change.
Excited to be headed to DevLearn with a group of 9 students from our graduate program. It is so much fun to bring people new to the field to the DevLearn Conference. We are excited to be part of a large event. The students will get to experience some amazing events. 1) Play to Learn: Designing Effective Games Workshop. Actually in this workshop students will be helping attendees think of game ideas and they will be assisting with the workshop activities. 2) Attendance at special student events h
The other day I caught up with Catherine Lombardozzi who is the principle behind the firm called Learning4Learning Professionals and author of a brand new book. Catherine has been in the field of learning and development for over 30 years doing all sorts of things from the basic to the complex–she has pretty much done it all. She dedicates her energies to supporting the development of people who consult, design, develop, and teach in corporate and academic settings.
It seems to me that higher education is being attached from all angles–from literal, violent attacks on campuses to an almost systematic effort to defund public education in the United States. But on the bright side, I work with wonderful, dedicated professors everyday at Bloomsburg University and across the globe who are dedicated to bettering the lives of their students.
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