Elizabeth Paturi | TrainingPros Marketing

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Levels Of Learner Activity

Levels Of Learner Activity

We invite you to attend our final presentation in the Learning Views Gamification series, “Levels of Learner Activity.” Join this session to gain a better understanding on the levels of activity and interaction within the context of Alternate Reality Games (ARGs). We are excited to have speakers Andy Petroski, Corporate Faculty and New Product Development Consultant, Harrisburg University and Charles Palmer, Executive Director, Center for Advanced Entertainment and Learning Technologies, Harrisburg University.

  • Topic: Levels Of Learner Activity: 10 Points For Gryffindor
  • Date: Tuesday, May 17, 2016
  • Time: 1:00-2:00pm EST (60 minute session)
  • Cost: Free, but space is limited. Please register early
  • Speaker: Andy Petroski, Corporate Faculty and New Product Development Consultant, Harrisburg University and Charles Palmer, Executive Director, Center for Advanced Entertainment and Learning Technologies, Harrisburg University
  • Register: Learning Views Webinar

Session Description:

We enjoy being challenged. More precisely, we gain personal enjoyment from the creative process found in problem solving. We derive joy and satisfaction from completing challenging tasks, especially when competition is involved even if that competition is internal.

Some learning activities are passive in nature; like reading, watching, and collecting. These engage the learner in simple “viewing” or “information gathering” activities which can be effective for establishing an emotional mood, presenting new information, or demonstrating a skill. Some interactions are more active, requiring a higher level of engagement. These are activities where learners must make and act upon prompts. There are also immersive activities. These require the learner to create new content or connect directly with other learners.

Join this session to explore learner activity within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.

Session Objectives:

  • Levels of activity and interaction
  • Supporting technologies
  • Creating specific interactions
  • Feedback mechanisms

About the Speaker:

Charles Palmer is the Executive Director of the Center for Advanced Entertainment & Learning Technologies and Associate Professor of Multimedia at Harrisburg University of Science & Technology. Palmer applies his creativity, leadership, and technological expertise to promote the application of technology to contribute to the economic well being of the region. Palmer’s efforts to create a gaming cluster of new businesses in the Harrisburg region through initiatives such as the Virtusphere and the Gaming Academy align with Harrisburg University’s mission to meet Central Pennsylvania’s need for increased opportunities for study leading to careers in STEM fields.

Andy Petroski is an advanced instructional design, curriculum design, serious games, and emerging technologies leader. With more than 18 years of eLearning and online learning design and development experience, Andy has designed and developed technology-based learning experiences in education, corporate learning, multimedia production firms, and independent consulting environments. Andy has written articles for national and regional publications and presented on various eLearning, educational technology, multimedia, and web topics at international, national, and regional events. He has also facilitated over thirty-five (35) public webinars on educational technology, online learning, corporate learning, and emerging technology topics.

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