The Gamification of Learning and Instruction (inbunden)
Format
Inbunden (Hardback)
Språk
Engelska
Antal sidor
336
Utgivningsdatum
2012-05-15
Upplaga
1
Förlag
John Wiley & Sons Inc
Illustratör/Fotograf
Illustrations
Illustrationer
Illustrations
Dimensioner
236 x 178 x 28 mm
Vikt
699 g
Antal komponenter
1
ISBN
9781118096345
The Gamification of Learning and Instruction (inbunden)

The Gamification of Learning and Instruction

Game-based Methods and Strategies for Training and Education

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Inbunden Engelska, 2012-05-15
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Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face.
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Fler böcker av Karl M Kapp

Övrig information

Karl M. Kapp is a professor of Instructional Technology in Bloomsburg University's Department of Instructional Technology in Bloomsburg, Pennsylvania and the assistant director of Bloomsburg University's acclaimed Institute for Interactive Technologies. He has authored or co-authored four books on the convergence of learning and technology, Integrated Learning for ERP Success, Winning e-Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D.

Innehållsförteckning

List of Figures and Tables xii Contents on the Web xv Foreword by Kevin Kruse xvii Preface xxi Acknowledgments xxvii About the Author xxix Contributors xxxi Chapter 1 What Is Gamification? 1 Chapter Questions 1 Introduction 2 Gamification in Action 2 What Is a Game? 6 What Is Gamification? 9 What Gamification Is Not 12 Gamification Versus Serious Games 15 Growth of Gamification 18 Who Is Using Gamification 19 Implications and Importance to the Future of Learning 22 Key Takeaways 23 Chapter 2 It s in the Game: Understanding Game Elements 25 Chapter Questions 25 Introduction 26 Abstractions of Concepts and Reality 26 Goals 28 Rules 29 Conflict, Competition, or Cooperation 31 Time 32 Reward Structures 33 Feedback 35 Levels 37 Storytelling 41 Curve of Interest 45 Aesthetics 46 Replay or Do Over 48 Implications and Importance to the Future of Learning 49 Key Takeaways 50 Chapter 3 Theories Behind Gamification of Learning and Instruction 51 Chapter Questions 51 Introduction 51 Motivation 52 The Taxonomy of Intrinsic Motivation 58 Self-Determination Theory 63 Distributed Practice 65 Scaffolding 66 Episodic Memory 67 Cognitive Apprenticeship 69 Social Learning Theory 70 Flow 71 Key Takeaways 74 Chapter 4 Research Says ... Games Are Effective for Learning 75 Chapter Questions 75 Introduction 76 Game Research 76 Randel s Meta-Analysis 77 Wolfe s Meta-Analysis 80 Hays Meta-Analysis 80 Vogel s Meta-Analysis 82 Ke s Qualitative Meta-Analysis 83 Sitzmann s Meta-Analysis 85 Elements of Games 88 Key Takeaways 101 Chapter 5 Leveling Up: What Gamification Can Do 105 Chapter Questions 105 Introduction 106 Improving Surgeon Hand-Eye Coordination 106 Solving Problems 108 Teaching Higher Order Skills 110 Thinking the Unthinkable 112 Thinking Like Your Opponent 113 Engaging Learners in a Live Classroom 115 Helping People Lose Weight 116 Making Physical Therapy More Enjoyable 119 Influencing Pro-Social Behavior 119 Testing Knowledge and Performance 123 Good for Young and Old 125 Key Takeaways 126 Chapter 6 Achiever or Killer? Player Types and Game Patterns 127 Chapter Questions 127 Introduction 128 Types of Play 128 Player Skill Levels 131 Bartle s Player Types 132 Caillois Patterns of Play 137 Game Interactions 141 Key Takeaways 142 Chapter 7 Applying Gamification to Problem Solving 143 Chapter Questions 143 Introduction 144 Differences Between Novices and Experts 145 Turning Novices into Experts 147 Preparing Firefighters 158 Gamification of Problem Solving 161 Key Takeaways 164 Chapter 8 Applying Gamification to Learning Domains 165 Chapter Questions 165 Introduction 166 Declarative Knowledge 167 Conceptual Knowledge 171 Rules-Based Knowledge 177 Procedural Knowledge 181 Soft Skills 185 Affective Domain 185 Psychomotor Domain 187 Key Takeaways 190 Chapter 9 Managing the Gamification Design Process 193 Chapter Questions 193 Introduction 194 Development Process: ADDIE vs. Scrum 195 Team 202 Design Document 205 Paper Prototyping 216 Key Takeaways 217 Chapter 10 Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair 219 Chapter Questions 219 Introduction 220 Measurement vs. Completion Achievements 220 Boring vs. Interesting Tasks 222 Achievement Difficulty 223 Goal Orientation 224 Expected vs. Unexpected Achievements 225 When Achievement Notification Occurs 227 Achievement Permanence 228 Who Can See Earned Achievements? 229 Negative Achievements 230 Achievements as Currency 231 Incremental and Meta Achievements 232 Comp