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Gadgets, Games and Gizmos for Learning: Teach on the Beach
1. Gadgets
Games
Gizmos
For
By: Learning
Karl M. Kapp, Ed.D.
Author, Professor-Instructional Technology
Bloomsburg University
Twitter: @kkapp
2. Agenda
1 2
How are organizations leveraging Gadgets
How did we get to this point? for learning?
Why are we here?
4
3 How do games impact learning, are they
effective tools for transferring knowledge?
How have Google, Twitter and
Facebook changed learner expectations?
7. 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
8. In what year did text
messaging surpass
voice calls on mobile
phones?
2008
12. Gamer 2.0
What is the pattern
Should I shoot the aliens
these aliens are
on the end or in the
following?
middle or all the bottom
aliens first?
How long do I have to
shoot before an alien
shoots at me?
33. Problem
Solvers Confident
Informal
Learners
Social Multi-
Resilient tasking
Got Game:
John Beck and
Mitchell Wade (2004)
34. Almost 43% of the
gamers are female
and 26% of those
females are over
18.
Females play 5 hours a week of
console games. They make up the
majority of PC gamers at 63%.
38. 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
39. Visual Work Instructions
52% of US kids
Properly preparing an under the age of 8
apartment for leasing: have access to
Painting
mobile media.
46. How have Google, Twitter
and Facebook changed
learner expectations?
47.
48. Google + Tips and
Clarification of Techniques
Terms
Posting/Collection of
Frequently
of Valuable
Asked Questions
Resources
Advice from
Veteran
Employees
Geographically Dispersed Conversation
52. What are you thinking?
How do I…?
Where can I find…?.
Who knows…?
53. Real-time
access to experts
Answering one question Sending
leads to more questions Reminders.
Quick question
Broadcasting
Thoughts and Research
Opinions
Focused Chats
54. 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?
55. How do games impact
learning, are they effective
tools for transferring
knowledge?
56. Games
1. Provide a challenge
2. Provide Clear Goals
3. Use stories (Context)
4. Provide
immediate/useful
feedback
58. Can this group solve the challenge?
Do they know what tools to use?
59. - 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 Labs
Harvard Business
Review, May 2008
63. Researchers have found that the Yep, People tend to remember facts
human brain has a natural affinity for more accurately if they encounter
narrative construction. 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.
70. 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.
71. 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
78. Percentages of Impact
Type of % Higher
Knowledge/
Retention
Declarative 11%
Procedural 14%
Retention 9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness
of computer-based simulation games. Personnel Psychology .
79.
80.
81.
82.
83. Tell 3 people 3 different
things you learned from
this presentation!
84. Summary
1 2
Performance support is the best use of
Technology has advance in mobile devices.
many areas: Not so much in
learning—Time to Change!
4
3 Games impact learning in terms of feedback,
Storytelling and challenging the learner.
Think about social media as an
extended conversation, change the question.
86. 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: kkapp@bloomu.edu
• Email: karlkapp@gmail.com
Look for “The Gamification of
Learning and Instruction” this
Spring
87. Google “Kapp Notes”
www.kaplaneduneering.com/kappnotes
2012 New Book:
“The Gamification of Learning and Instruction”
July 2011 T&D Article
Matching the Right Instruction to the Right Content
September 2011 Training Quarterly Article
Improving Training: Thinking Like a Game Developer