Principles of gamification for educational software

Principles of gamification for educational software PDF Author: Rafael Mellado
Publisher: Editora Dialética
ISBN: 6527039247
Category : Education
Languages : en
Pages : 146

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Book Description
"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences. With a practical focus, the book offers concrete tools and guides for designing gamified educational software, including examples, templates, and recommendations. The authors also provide a critical and reflective perspective on gamification's potential risks and limitations, promoting a responsible and well-founded use of this strategy. "Principles of Gamification for Educational Software" is a valuable resource for anyone interested in exploring new teaching and learning methods in the digital age. Whether you are a teacher, instructional designer, or education enthusiast, this book will provide the tools and knowledge necessary to embark on the fascinating world of gamification applied to education.

Principles of gamification for educational software

Principles of gamification for educational software PDF Author: Rafael Mellado
Publisher: Editora Dialética
ISBN: 6527039247
Category : Education
Languages : en
Pages : 146

Get Book Here

Book Description
"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences. With a practical focus, the book offers concrete tools and guides for designing gamified educational software, including examples, templates, and recommendations. The authors also provide a critical and reflective perspective on gamification's potential risks and limitations, promoting a responsible and well-founded use of this strategy. "Principles of Gamification for Educational Software" is a valuable resource for anyone interested in exploring new teaching and learning methods in the digital age. Whether you are a teacher, instructional designer, or education enthusiast, this book will provide the tools and knowledge necessary to embark on the fascinating world of gamification applied to education.

The Gamification of Learning and Instruction

The Gamification of Learning and Instruction PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 1118191986
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/

Handbook of Research on Serious Games as Educational, Business and Research Tools

Handbook of Research on Serious Games as Educational, Business and Research Tools PDF Author: Maria Manuela Cruz-Cunha
Publisher:
ISBN: 9781466601512
Category : Computer games
Languages : en
Pages : 1233

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Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Gamification at Work

Gamification at Work PDF Author: Janaki Mythily Kumar
Publisher:
ISBN: 9788792964076
Category : Computers
Languages : en
Pages : 168

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Book Description
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Gamification in Education and Business

Gamification in Education and Business PDF Author: Torsten Reiners
Publisher: Springer
ISBN: 3319102087
Category : Mathematics
Languages : en
Pages : 749

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Book Description
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

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Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning PDF Author:
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238

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Book Description
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

Gamification by Design

Gamification by Design PDF Author: Gabe Zichermann
Publisher: "O'Reilly Media, Inc."
ISBN: 1449397670
Category : Computers
Languages : en
Pages : 211

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Book Description
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

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.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 690

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Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.