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The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice

ISBN-13: 9781118674437 / Angielski / Miękka / 2013 / 480 str.

Karl M Kapp
The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice Kapp, Karl M. 9781118674437  - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice

ISBN-13: 9781118674437 / Angielski / Miękka / 2013 / 480 str.

Karl M Kapp
cena 296,58
(netto: 282,46 VAT:  5%)

Najniższa cena z 30 dni: 294,76
Termin realizacji zamówienia:
ok. 30 dni roboczych
Dostawa w 2026 r.

Darmowa dostawa!

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.

Kategorie:
Nauka, Ekonomia i biznes
Kategorie BISAC:
Business & Economics > Zarządzenie zasobami ludzkimi
Education > Administration - General
Język:
Angielski
ISBN-13:
9781118674437
Rok wydania:
2013
Ilość stron:
480
Waga:
0.72 kg
Wymiary:
23.37 x 17.78 x 2.29
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Bibliografia
Glosariusz/słownik

Website Contents xvi

Figures, Tables, and Exhibits xvii

Foreword xxv

About the Authors xxix

About the Contributors xxxiii

Chapter 1 How to Read and Use This Fieldbook 1

SECTION I: Getting Started

Chapter 2 Why Games, Gamification, and Simulations for Learning? 13

Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why? 35

Chapter 4 Critical Questions for Creating an Interactive Learning Event 67

SECTION II: Basic Elements

Chapter 5 Foundational Elements 89

Chapter 6 The Importance of Narrative/Context/Story 103

Chapter 7 Making the Case 117

Chapter 8 Managing the Process 141
By Jim Kiggens

Chapter Questions 141

SECTION III: Design Considerations

Chapter 9 Where Do Find Ideas 179

Chapter 10 Games 199

Chapter 11 Gamification 219

Chapter 12 Simulations 249

SECTION IV: Development

Chapter 13 Technology Tools 273
By Helmut Doll

Chapter 14 Storyboarding 287
By Kevin Thorn

SECTION V: Case Studies

Chapter 15 The Knowledge Guru 305
By Sharon Boller

Chapter 16 A Board Game: MPE 319
By Robert Bell

Chapter 17 Mobile Gamification: Mobile Cricket U 333
By Robert Gadd

Chapter 18 Serious Game: Learning to Negotiate 347
By Bryan Austin

Chapter 19 Structural Gamification for On–Boarding Employees 359
By Mohit Garg

Chapter 20 Medical Simulation 371
By Kevin R. Glover

Chapter 21 Financial Game–Based Learning 391
By Andrew Hughes

Chapter 22 Sales Training Game: An Avaya Case 399
By Anders Gronstedt

Background 399

Glossary 405

Notes 417

Index 423

About ASTD 441

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 five books on the convergence of learning and technology, The Gamification of Learning and Instruction, Integrated Learning for ERP Success, Winning e–Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D.
Follow Karl on his widely–read "Kapp Notes" blog. http://karlkapp.com/kapp–notes

Lucas Blair is a game designer and educator. He founded Little Bird Games, a serious game development company, in 2011 after receiving his PhD in Modeling and Simulation from the University of Central Florida.

Rich Mesch is the Senior Director of Customer Engagement at Performance Development Group of Malvern, PA. He has been working in the field of experiential and contextualized learning for over 25 years with dozens of top global organizations.

Keeping participants engaged is the cornerstone of any positive learning experience and it′s no secret that games create engagement. As digital games and game–based interfaces continue to grow in popularity, it is essential that learning professionals incorporate gamification as part of their skill base.

The Gamification of Learning and Instruction Fieldbook offers professionals a step–by–step guide for implementing the concepts and techniques outlined in Karl M. Kapp′s bestselling book The Gamification of Learning and Instruction. This down–to–earth resource is filled with illustrative examples, tips, tricks–of–the–trade, and worksheets that are designed to give learning professionals a hands–on way to put Kapp′s winning ideas into practice.

Each chapter in the fieldbook contains information, activities, and ideas for creating your own immer– sive learning event, illustrative case studies, provocative questions to stimulate discussion, worksheets for designing an immersive learning experience, and a summary for review.



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