The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487

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Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487

Get Book Here

Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 1118677242
Category : Business & Economics
Languages : en
Pages : 487

Get Book Here

Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: Pfeiffer
ISBN: 9781118677803
Category : Business & Economics
Languages : en
Pages : 0

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Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The Gamification of Learning and Instruction

The Gamification of Learning and Instruction PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 1118096347
Category : Business & Economics
Languages : en
Pages : 340

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Book Description
"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

Play to Learn

Play to Learn PDF Author: Sharon Boller
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186

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Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.

Gadgets, Games and Gizmos for Learning

Gadgets, Games and Gizmos for Learning PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9780787995669
Category : Business & Economics
Languages : en
Pages : 448

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Book Description
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164

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Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Winning E-Learning Proposals

Winning E-Learning Proposals PDF Author: Karl M. Kapp
Publisher: J. Ross Publishing
ISBN: 9781932159042
Category : Business & Economics
Languages : en
Pages : 370

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Book Description
Winning E-Learning Proposals illustrates how to make significant profits in the competitive e-learning industry by revealing proven methods for preparing winning proposals. It provides step-by-step instructions for an effective capture strategy, designing a persuasive written proposal and creating a winning sales presentation.

Handbook of Game-Based Learning

Handbook of Game-Based Learning PDF Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262356546
Category : Education
Languages : en
Pages : 601

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Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Game On!

Game On! PDF Author: Kevin Bell
Publisher: JHU Press
ISBN: 1421423960
Category : Education
Languages : en
Pages : 217

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Book Description
"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--