Gadgets, Games and Gizmos for Learning: Teach on the Beach
description
Transcript of Gadgets, Games and Gizmos for Learning: Teach on the Beach
GadgetsGames
GizmosFor
Learning
By:Karl M. Kapp, Ed.D.Author, Professor-Instructional TechnologyBloomsburg UniversityTwitter: @kkapp
1Agenda
How did we get to this point?Why are we here?
How are organizations leveraging Gadgetsfor learning?
2
3How have Google, Twitter andFacebook changed learner expectations?
4How do games impact learning, are they effective tools for transferring knowledge?
How did we get to this point?
Why are we here?
Brief history of…
The World
We’ve learned and struggled for a fewyears 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
In what year did text messaging surpass
voice calls on mobile phones?
2008
4 2Gamer 1.0
3
4Gamer 1.0
3Where is my
opponentgoing to go next?
In what direction should I try to move
the ball?
How will the ball bounce off the wall?
Gamer 2.0
Gamer 2.0
Should I shoot the aliens on the end or in the
middle or all the bottom aliens first?
How long do I have to shoot before an alien
shoots at me?
What is the pattern these aliens are
following?
What actions should I take based on this
information?
Gamer 3.0
Where do I explore first?
What activities are of the most value?
What must I do to achieve my goal?
What variables do I balance to keep my
person happy?How should I manage
my time?
Gamer 4.0
Gamer 4.0 What activities give me the most return
for my efforts?
Can I trust this person who wants to team
with me to accomplish a goal?
What can we create together?
What leadershipstrategy should I use?
Found at bat-blog.com
• Individualistic • Driven• Loyal• Idealistic• Skeptical• Hierarchical • Formal Learners
Boomers
LazyWasting
Time
RottingBrain
Anti-Social
Got Game: John Beck and Mitchell Wade (2004)
ProblemSolvers Confident
ResilientMulti-
tasking
InformalLearners
Social
Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.
Almost 43% of the gamers are
female and 26% of those females
are over 18.
New thinkin
gIs
Needed
New thinkin
gIs
Needed
How are organizations leveraging Gadgetsfor learning?
How do I get to….
Instructions
1. Following your planogram, assemble the columns of cubes on the floor by locking each cube in place
2. After each column is completed place the top plate on the top of each column
3. Continue until you have all the columns built
Visual Work Instructions
Properly preparing an apartment for leasing:
Painting
52% of US kids under the age of 8
have access to mobile media.
Think radio talk-show, not lecture
http://www.nxtbook.com/nxtbooks/trainingindustry/tiq_2011fall/index.php?startid=32#/32
http://youtu.be/Y5ywMb6SeGc
How have Google, Twitterand Facebook changed learner expectations?
Google +Clarification of
Terms
Tips and Techniques
Frequently Asked Questions
Posting/Collection ofof ValuableResources
Advice from Veteran
Employees
Geographically Dispersed Conversation
Asks the question: “What’s Happening?”
Nothing?
Eating lunch.
Wasting time.
Nothing?
Eating lunch.
Wasting time.
Change the question.
How do I…?
What are you thinking?
Where can I find…?.
Who knows…?
Real-timeaccess to experts
Quick question
BroadcastingThoughts and
Opinions
SendingReminders.
Research
Answering one questionleads to more questions
Focused Chats
What do employees need to know now?
Is there information I want to share with my co-workers?
What do I want to say to people I don’t see everyday?
How do games impact learning, are they effectivetools for transferring knowledge?
Games
1. Provide a challenge2. Provide Clear Goals3. Use stories (Context)4. Provide
immediate/useful feedback
Provide a Challenge
Can this group solve the challenge? Do they know what tools to use?
- Realistic simulators for contemporary Leadership Training
- Integrate these games into leadership development programs
- Attempt various leadership structures
-Employees may make hundreds of leadership decision an hour in a game
- Realistic simulators for contemporary Leadership Training
- Integrate these games into leadership development programs
- Attempt various leadership structures
-Employees may make hundreds of leadership decision an hour in a game
Leadership’s Online LabsHarvard Business Review, May 2008
Leadership’s Online LabsHarvard Business Review, May 2008
Survive!
Researchers have found that the human brain has a natural affinity for
narrative construction.
Yep, People tend to remember facts more accurately if they encounter
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.
Feedback
Immediate/Realistic Feedback
Once that task is accomplished, the learner is then led to accomplish another
goal which builds upon the previous.
Energy efficiency certification requires a field test.
Interplay Energy, in partnership with the Residential Energy Services Network (RESNET) created a simulation to measure applied knowledge and understanding like a physical field test.
Objectives included:• Gas line leak detection• Ambient CO testing• Unvented appliance testing (ovens and stove top
burners primarily)• Proper equipment usage• Appliance identification• Combustion appliance Zone (CAZ) understanding• Worst Case Depressurization• Vented Appliance (furnace, boilers, water heaters)
tests: spillage, CO, draft
http://msit.bloomu.edu/db10149/jobquest/TW_applet.html
Talking with the physician.
Doesn’t have to be complicated or fancy to be
effective.
Type of Knowledge/Retention
% Higher
Declarative 11%Procedural 14%Retention 9%
Percentages of Impact
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
Tell 3 people 3 different things you learned from
this presentation!
1Summary
Technology has advance inmany areas: Not so much in learning—Time to Change!
Performance support is the best use ofmobile devices.
2
3Think about social media as an extended conversation, change the question.
4Games impact learning in terms of feedback, Storytelling and challenging the learner.
Go ahead…jump in!
Questions/More Information• http://www.kaplaneduneering.com/kappnotes/
– Recommended books– Samples and Examples– Slides
• Learning in 3D– www.learningin3d.info
• Gadgets, Games and Gizmos for Learning– www.gadgetsgamesandgizmos.com
• Email: [email protected]• Email: [email protected]
Look for “The Gamification of Learning and Instruction” this
Spring
Google “Kapp Notes”www.kaplaneduneering.com/kappnotes
2012 New Book:“The Gamification of Learning and Instruction”
July 2011 T&D ArticleMatching the Right Instruction to the Right Content
September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer