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Incorporating Metaverse into Corporate Training Programs in 2023: A Look into the Future

Infopro Learning

In a metaverse gaming environment, Non-fungible Tokens (NFTs) can serve as incentives for players to strive for higher levels of achievement. This could include analyzing participation levels, attention to detail, engagement statistics, behavior patterns, and even making predictions for future learning.

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How Do Serious Games Work in a Large Enterprise?

Knowledge Guru

…measure the success of learning solutions through meaningful analytics. L&D should include games (or other gamified solutions) in the mix when the goal is to improve knowledge transfer, change attitudes and behaviors, improve processes, or onboard a new hire. An enterprise-ready solution is needed.

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ASTD ICE 2013 Presentation Resources

Kapp Notes

Creating avatars and having a learner perform a task as an avatar can influence a person’s actual behavior outside of being an avatar. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. A study by Ersner-Hershfield et al. Reference : Fox, J. & & Bailenson, J.

ASTD 228
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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Creating avatars and having a learner perform a task as an avatar can influence a person’s actual behavior outside of being an avatar. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. A study by Ersner-Hershfield et al. Reference : Fox, J. & & Bailenson, J.

DevLearn 242
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Serious Games & e-learning Gamification #ICELW Concurrent Session Notes

Learning Visions

Game mechanics & rules How do we make points, what are the behaviors the end user needs to do to earn points and advance in game; what moves the player inside the game – is it competition? What analytics are we looking at? If the player doesn’t have a positive experience, then we are also failing.

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

Creating avatars and having a learner perform a task as an avatar can influence a person’s actual behavior outside of being an avatar. Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. A study by Ersner-Hershfield et al. Reference : Fox, J. & & Bailenson, J.

ASTD 228
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TechKnowledge 2012 Presentation Resources

Kapp Notes

Here are my slides from the TechKnowledge 2012 presentation “What Research Tells us about 3D Avatars, Storytelling and Serious games for Learning and Changing Behavior” plus videos and other links that go into more detail based on the topics I discussed. Kapp's ASTD TechKnowledge 2012 Presentation. Reference : Fox, J. &