49. Refer learners to a Course Site for homework Conduct a classroom session Review with self-paced e-learning Learning as a Process
50. Solution #3: Leverage immersive environments Learning content not organized around the work context causes unnecessary overhead for the learner. Learners tend to prefer instructions over instruction.
61. 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 .
62. 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 .
67. This Stuff Works Sitzmann, T. (in press) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology . Type of Knowledge/Retention % Higher Declarative 11% Procedural 14% Retention 9%
68. Solution #5: Tell Stories 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.
74. Real-time access to experts/Medical Liaisons Quick question Broadcasting Thoughts and Opinions Sending Reminders. Research Answering one question leads to more questions Reach outside of the four walls of a classroom Focused Chats
75. Definition of Terms Tips and Techniques Frequently Asked Questions Posting/Collection of of Valuable Resources Link to the Field Advice from Experts Peer-to-Peer Learning
In Dec 2008 Americans sent 100 billion text messages, double the number of Dec 2007. Average person sent 407 text messages, double the 188 sent in Dec 2007. At the same time, the average length of a cell phone call declined last year to 2.3 minutes. That's the shortest chat time since the 1990s, before mobile devices and cheap calling plans became widely available to everyday consumers. The peak talk time came in 2004, when a caller on average chatted for 3.05 minutes. "We are seeing a clear trend of huge increases in text messaging," said Amanda Lenhart, senior research specialist at the Pew Internet and American Life Project. "If teens are a leader for America, then we are moving to a text-based communication system. For them, there is less interest in talking."
Various games and the problems the gamers had to solve.
Wii-Hab
Teaching young doctors how to distinguish heart sounds. After hearing a recording of different heart sounds about 500 times, young doctors reliably discriminate among different sounds made by various heart problems. Before listening to the recordings, the young doctors correctly identified only 50 percent of the heart sounds; after they test they could identify 80 percent of the sounds correctly.