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Karl Kapp: Influence of Technology on Learning
1. The Influence of Technology on
the Future of Learning
By:
Karl M. Kapp, Ed.D.
Professor, Instructional Technology
Bloomsburg University
September 25, 2013
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. This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook, 2013.
Palm sold to HP in 2010, by 2011
Palm was done.
32. Rules
• A statement is presented
– If “true” indicate: FactX
– If “false” indicate: FishyX
• Text Response:
Take out
your text‐
machines
Standard Texting Fees
Apply!
33. We are five years away
from truly adaptive
learning?
Is that Fact or Fishy?
36. “What is the first step you
would take to solve this
problem?”
2(3X-1)=1
37. Level of
Learner
Level of
Knowledge
Anticipated
Response
Example
Problem
2(3X-1)=1
Skill
Novice
Learner
Basic Incorrect
Answer
I don’t know
No answer, no
idea how to
work problem.
None at this point.
Intermediate
Learner
Intermediate Writing down
the steps
required to
obtain the
answer.
2*3X-2*1=1
6X-2=1
6X-2=1
6X=3
6X/3=3/3
2X=1
X=1/2
X=.5
Expanding values in
brackets, work
through the
equation. Learner
may start at any
level of the steps.
Expert Advanced States the
answer. No
need to write
down steps.
6X=3 or X=.5 Multiplying both
sides of the equation
by the same number
while incorporating
basic and advanced
skills.
54. Type of
Knowledge
/Retention
% Higher
Declarative 11%
Procedural 14%
Retention 9%
Percentages of Impact Over
Traditional Training
17% Higher than
Lectures
5% Higher than
Discussion
Sitzmann, T. (2011) A meta-analytic examination of the instructional
effectiveness of computer-based simulation games. Personnel
Psychology .Review of 65 studies
55. Fact
Type of
Knowledge
/Retention
% Higher
Declarative 11%
Procedural 14%
Retention 9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies
Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the
Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication.
Doi: 10.1037/a0031311 39 Studies. Review of 39 studies 54% conducted in the last year.
56. 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 .Review of 65 studies
It wasn’t the game, it was
level of activity in the game.
In other words, the
engagement of the learner in
the game leads to learning.
57. What can you do?
Focus on interactivity within the
learning, force the learner interact
with the content.
60. The absence of instructional
design is often cited as a reason
for the huge attrition rate that has
been observed.
The problem-- Faculty are
presented much as they appear in
a classroom, with no interactivity
or visuals.
61. What can you do?
Apply instructional design strategies
to courses…interactivity, mystery, cliff
hangers…Avoid Death by Lecture.
64. Sitzmann, T. (2011) A meta-analytic examination of the instructional
effectiveness of computer-based simulation games. Personnel Psychology .
20% higher
confidence
levels.
65. What can you do?
Simulate what the learner actually has
to do on the job.
68. On transfer tests involving different word problems, the
group who had a character generated 30% more correct
answers than the group with on-screen text.
Animated pedagogical agents (characters) can be
aids to learning. A “realistic” character did not
facilitate learning any better than a “cartoon-like”
character.
Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of
Multimedia Learning. New York: Pfeiffer. Pg. 194.
69. Who is more likely to run 24 hours later?
A. Person who watched an avatar that did
not look like them running
B. Person who watched an avatar that
looked like them running
C. Person watching an avatar that looked
like them loitering /hanging out
70.
71. Within 24 hours of watching an avatar like
themselves run, learners were more likely
to run than watching an avatar not like
them or watching an avatar like them
loitering .
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology,
21 (3), 95-113.
72. If learners watch an avatar that
looks like them exercising & losing
weight, they will subsequently
exercise more in the real world as
compared to a control group.
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21
95-113.
73. Avatar as Teacher
Research indicates that learners perceive,
interact socially with and are influenced by
anthropomorphic agents (avatars) even when
their functionality and adaptability are limited.
Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance.
Philosophical Transactions of the Royal B Society. 364, 3559–3565
76. What can you do?
Use characters in your learning
design.
77. Learners remember facts better…
When presented as bulleted
list rather than presented as
a story.
Is that Fact or Fishy?
78. 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.
g
Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie
Green http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of
Learning and Instruction.
95. Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial
behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.
Fact
102. What can you do?
Create a game to influence
learners to interact favorably with
your content.
103. One way to engage learners is to…
Present them with a difficult
challenge.
Is that Fact or Fishy?
104. Fact.
Provide a challenge
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational
reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan
for educational reform. San Francisco, CA: Jossey-Bass
106. Investigatory Training
• Course Objectives
– Identify the Forms Required for an
Investigation
– Practice Interview Techniques
– Understand and Follow the Investigation
Model
107. It is your first day on the job as an investigator and
Jane, an employee in Accounting, just accused her
boss of embezzling $10,000.
What is the first thing you should do?
111. Choose Your Mentor
Mary, a stay at home
Mom with two kids.
Rick a retired
military officer.
Dashanna,recently
graduated from
2 year college
Louis a retired
teacher.
113. Hi, my name is Mary
and I want to explain
to you how I take calls.
Watch me as I answer
a customer inquiry.
114. Did you hear what I did when the
customer started getting upset? I
follow our CUSTOMER FIRST
rules. One of the steps is to
empathize with the customer.
Notice how I mentioned that I too
would be frustrated in a similar
situation. That is because….
115. Let’s Review our
CUSTOMER FIRST rules.
The first rule is …..
This rule is in place to allow the customer to..
Keep in mind the following;
• First
• Second
• Third
117. Now, you try. I’ll guide you
through the process as you take
the call. You’ll only hear audio
from the client because that’s how
it is on an actual call.
118. Oops, you forgot to insert a key
piece of information. This
information is needed if you are
going to remove a feature from a
customer’ plan. Why don’t you try
it again.