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Stories and Memory, Games, LXD: ID Links 12/12/23

Experiencing eLearning

These scenarios helped learners practice skills for working with people in emotionally challenging situations, an excellent fit with a branching scenario format. Clark Quinn Case Study: Effective Branching Scenarios for Training A case study of branching scenarios as part of a larger training program.

Games 418
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SweetRush Earns Rose Gold at the 2018 Muse Creative Awards

SweetRush

The winning project is a custom and creative online course designed to improve sales skills. The judges stated that the winning program “represents the state of art in learning and development for eLearning, using storytelling, humor and 3D animation, and giving the learner an opportunity to practice critical skills.”

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Video games as Good Teachers

Kapp Notes

Video games boos visual skills study finds. Video games are powerful teachers all kinds of things [56].”. Excerpt from Gadgets, Games and Gizmos for Learning. with some modifications). References: [51] This information consolidated from Bates, B. Game design: The art and business of creating games. & Adams, E. and Roach, J.

Games 272
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eLearning: In Fonts We Trust

The Logical Blog by IconLogic

Wilson did a study back in 2001 to determine if serif fonts (fonts with little lines on the tops and bottoms of characters such as Times New Roman ) or sans serif fonts (those without lines, such as Arial ) were more suited to being read on computer monitors. Is good font selection really important?

Trust 259
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Definition: Metacognition

Kapp Notes

1978) Skills, plans, and self-regulation. 2001) Students’ metacognitive development in an innovative second year chemical engineering course. Second Edition. Englewood Cliffs, NJ. Prentice Hall. & DeLoache, J. Siegler (Ed.), Childrens' thinking: What develops? Hillsdale, N.J. Gunstone, R., & & Lewis, R.

Cognitive 160
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PBS Article: 8 Video Game Myths Debunked

Kapp Notes

According to a 2001 U.S. There are consequences for not mastering those skills. But young people in general are more likely to be gamers — 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts. Scientific evidence links violent game play with youth aggression.

Games 195
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Meta-Learning, 2001

Jay Cross

Learning is a skill one can improve. Everyone has the capacity to learn but most people can do a much better job of it. Learning how to learn is a key to its mastery. Learning is the primary determinant of personal and professional success in our ever-changing knowledge age.