Archive for definition

Social Production

Here is the concept of Social Production as Tony and I covered in “Learning in 3D.” Social production is the means by which a software operating system or a digital encyclopedia can be created without the need for a large centralized hierarchy. In essence, the web platform itself allows members to participate in a given […]

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Interleaving

Think about how most people learn, or, more aptly, attempt to learn. They cram as much information into their brain as possible. People try to learn content in a chunk or one piece at a time before trying to move on to the next topic or subject. It turns out, that might not be the […]

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What is a Cognitive Apprenticeship?

The concept of cognitive apprenticeship is grounded in the theory of Situated Cognition. Situated cognition is a theory of instruction that suggests learning is naturally tied to authentic activity, context, and culture. The idea is that the person and the environment in which they are learning cannot be separated in any analysis of learning. They […]

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Old vs New Ways of Thinking About…

Looking at the difference between old and new ways of thinking about knowledge, information, learning, video games and other critical concepts. Perception of… Old New Knowledge Structured (Books, Memos, SOPs) Unstructured (IM, Blog, email) Organizational Structure Hierarchical Team-based Structure Level Playing Field, Equality Communication Channels Formal (Face-to-Face, Phone Calls) Informal (Twitter, Facebook) Software Applications Interface […]

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Comparison of Novice and Expert And Why Games Can Help.

Looking through my old “Learning and Instruction:Theory into Practice” book by Margaret Gredler, written in 1997, I came across an interesting comparison of novice vs. expert thinking (page 188). Novice Knowledge structures are organized around the main phenomena in a domain. Expert Knowledge structures of experts represent phenomena in the domain in relation to higher-order […]

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Definition: Metacognition

The short definition of Metacognition is “Thinking about Thinking.” Here are some more definitions from a variety of sources. What people know about how (their own) cognitive processes operate is termed metacognition (cognition about cognitive processes). Acquiring knowledge about how to think might well affect how one thinks which will affect how one performs on […]

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Avatars, Video and Simulations

Here is some information as pre-reading for webinar attendees and for students in the Learning in 3D summer class. Avatar Information Learning about avatars:What is an Avatar? Encourage Avatar Customization Promoting motivation with virtual agents and avatars: role of visual presence and appearance. You are your avatar, your avatar is you. Avatars for Learning Accidental […]

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Defining Quality in Learning for Virtual Worlds, Mobile Devices and Online Modules

What is the definition of the world “Quality“? There are five ways to consider “quality” in terms of e-learning, virtual worlds or mobile learning: Functionality. The first and most basic form of quality is “does it work.” This is a baseline of quality. Do the links work properly, do the SCORM elements transfer to the […]

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Definition: Massively Multi-learner Online Learning Environment (MMOLE)

Massively Multi-learner Online Learning Environment: MMOLE is a genre of computer generated learning environments in which large numbers of learners interact with each other in a virtual three-dimensional (3D) world with the goal of learning. Learners assume a certain appearance through the creation of an avatar. These avatars are controlled through a computer keyboard and/or […]

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Definition: Cognitivism

In the 1980s, several theories of learning that concentrated on studying learning as an internal function of the brain and as a social process…as opposed to overt actions and stimulas-response began to gain popularity and momentum. These theories and the study of how computers processed information all converged and led to the creation of a […]

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Karl Kapp
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