The Gamification of Learning and Instruction : Game-based Methods and Strategies for Training and Education. (eBook, 2012) [WorldCat.org]
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The Gamification of Learning and Instruction : Game-based Methods and Strategies for Training and Education.

Author: Karl M Kapp
Publisher: Hoboken : John Wiley & Sons, 2012.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Praise for The Gamification of Learning and Instruction"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples."--Anders Gronstedt, president, Gronstedt Group"After  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Kapp, Karl M.
Gamification of Learning and Instruction : Game-based Methods and Strategies for Training and Education.
Hoboken : John Wiley & Sons, ©2012
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Karl M Kapp
ISBN: 9781118192009 1118192001
OCLC Number: 787842579
Description: 1 online resource (481 pages)
Contents: Cover; Contents; Title; Copyright; List of Figures and Tables; Contents on the Web; Foreword by Kevin Kruse; Preface; Acknowledgments; About the Author; Contributors; Chapter 1: What is Gamification?; Introduction; Gamification in Action; What is a Game?; What is Gamification?; What Gamification is Not; Gamification Versus Serious Games; Growth of Gamification; Who is Using Gamification?; Implications and Importance to the Future of Learning; Key Takeaways; Chapter 2: It's in the Game: Understanding Game Elements; Introduction; Abstractions of Concepts and Reality; Goals; Rules. Conflict, Competition, or CooperationTime; Reward Structures; Feedback; Levels; Storytelling; Curve of Interest; Aesthetics; Replay or Do Over; Implications and Importance to the Future of Learning; Key Takeaways; Chapter 3: Theories Behind Gamification of Learning and Instruction; Introduction; Motivation; The Taxonomy of Intrinsic Motivation; Self-Determination Theory; Distributed Practice; Scaffolding; Episodic Memory; Cognitive Apprenticeship; Social Learning Theory; Flow; Key Takeaways; Chapter 4: Research Says ... Games Are Effective for Learning; Introduction; Game Research. Randel's Meta-AnalysisWolfe's Meta-Analysis; Hays' Meta-Analysis; Vogel's Meta-Analysis; Ke's Qualitative Meta-Analysis; Sitzmann's Meta-Analysis; Elements of Games; Key Takeaways; Chapter 5: Leveling Up: What Gamification Can Do; Introduction; Improving Surgeon Hand-Eye Coordination; Solving Problems; Teaching Higher Order Skills; Thinking the Unthinkable; Thinking Like Your Opponent; Engaging Learners in a Live Classroom; Helping People Lose Weight; Making Physical Therapy More Enjoyable; Influencing Pro-Social Behavior; Testing Knowledge and Performance; Good for Young and Old. Key TakeawaysChapter 6: Achiever or Killer?; Introduction; Types of Play; Player Skill Levels; Bartle's Player Types; Caillois' Patterns of Play; Game Interactions; Key Takeaways; Chapter 7: Applying Gamification to Problem Solving; Introduction; Differences Between Novices and Experts; Turning Novices into Experts; Preparing Firefighters; Gamification of Problem Solving; Key Takeaways; Chapter 8: Applying Gamification to Learning Domains; Introduction; Declarative Knowledge; Conceptual Knowledge; Rules-Based Knowledge; Procedural Knowledge; Soft Skills; Affective Domain; Psychomotor Domain. Key TakeawaysChapter 9: Managing the Gamification Design Process; Introduction; Development Process: ADDIE vs. Scrum; Team; Design Document; Paper Prototyping; Key Takeaways; Chapter 10: Congratulations! Selecting the Right In-Game Achievements; Introduction; Measurement vs. Completion Achievements; Boring vs. Interesting Tasks; Achievement Difficulty; Goal Orientation; Expected vs. Unexpected Achievements; When Achievement Notification Occurs; Achievement Permanence; Who Can See Earned Achievements?; Negative Achievements; Achievements as Currency; Incremental and Meta Achievements.

Abstract:

Praise for The Gamification of Learning and Instruction"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples."--Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again."--Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog "Engaging, inf.

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