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RECAP

Keynote

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RECAP

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West Chester, PA 19383


Email: RECAP@wcupa.edu

  • Resources for the Electronic Classroom: A Faculty-Student Partnership
    May 14, 2015 | A Technology Conference for Teaching and Learning in Higher Education

  • Resources for the Electronic Classroom: A Faculty-Student Partnership
    May 14, 2015 | A Technology Conference for Teaching and Learning in Higher Education

  • Resources for the Electronic Classroom: A Faculty-Student Partnership
    May 14, 2015 | A Technology Conference for Teaching and Learning in Higher Education

  • Resources for the Electronic Classroom: A Faculty-Student Partnership
    May 14, 2015 | A Technology Conference for Teaching and Learning in Higher Education

  • Resources for the Electronic Classroom: A Faculty-Student Partnership
    May 14, 2015 | A Technology Conference for Teaching and Learning in Higher Education

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Keynote

Karl M. Kapp, Ed.D. Bloomsburg University

Karl M. Kapp, Ed.D., is a professor of Instructional Technology at Bloomsburg University in Bloomsburg, PA. He teaches several instructional and game design courses and serves as the Director of Bloomsburg’s Institute for Interactive Technologies which works with government and private corporations to create interactive online instruction.  Karl has authored six books including The Gamification of Learning and Instruction and its accompanying how-to-book The Gamification of Learning and Instruction Fieldbook. He is a Lynda.com author of the course “The Gamification of Learning” (http://www.lynda.com/trial/KarlKapp). Karl has served as a Co-Principle Investigator on two National Science Foundation (NSF) grants related to games and simulations. One of the projects is now being commercialized into a game-based product for sale to middle school students learning about STEM concepts and can be seen at http://2klearning.com/. Karl blogs at the popular Kapp Notes blog at http://karlkapp.com/kapp-notes/.

 

2015 Keynote: "The Quest for Engaged Students: Technology, Millennials & Learning"

In an increasingly connected world, how does one hold the attention of students? Can the ubiquitous Smartphones and tablets actually be used to engage students instead of distracting them? Can we combine the best of traditional and modern teaching methods to create deeper learning and engagement with students? Can a lecture be redesigned to hold the attention of the students? Engagement and deep thinking is possible in a lecture by incorporating simple game elements into the instructional delivery. The result is interactive, engaging instruction which increases retention and application of learned content. Discover methods for engaging Millennials by participating in an interactive, game-like learning experience combining the technology of PowerPoint, a little imagination, and an audience response system.