The Gamification of Learning and Instruction

The Gamification of Learning and Instruction

' This book may make you anxious, make you laugh, or make you angry.

Author: Karl M. Kapp

Publisher: John Wiley & Sons

ISBN: 9781118096345

Category: Business & Economics

Page: 302

View: 689

"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"--
Categories: Business & Economics

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook

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 ...

Author: Karl M. Kapp

Publisher: John Wiley & Sons

ISBN: 9781118674437

Category: Business & Economics

Page: 480

View: 148

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.
Categories: Business & Economics

The Gamification of Learning and Instruction

The Gamification of Learning and Instruction

' This book may make you anxious, make you laugh, or make you angry.

Author: Karl M. Kapp

Publisher: John Wiley & Sons

ISBN: 9781118192009

Category: Business & Economics

Page: 336

View: 606

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, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." —SHERRY ENGEL, associate director learning technology, Penn Medicine Center for Innovation and Learning "What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." —RICH MESCH, experiential learning guru, Performance Development Group
Categories: Business & Economics

Gamification in Education and Business

Gamification in Education and Business

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.

Author: Torsten Reiners

Publisher: Springer

ISBN: 9783319102085

Category: Mathematics

Page: 710

View: 724

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.
Categories: Mathematics

Gamification in Learning and Education

Gamification in Learning and Education

This book explores the theoretical foundations of gamification in learning and education.

Author: Sangkyun Kim

Publisher: Springer

ISBN: 9783319472836

Category: Education

Page: 159

View: 871

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.
Categories: Education

Gamification in Education Breakthroughs in Research and Practice

Gamification in Education  Breakthroughs in Research and Practice

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.

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781522551997

Category: Education

Page: 677

View: 913

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.
Categories: Education

Gamification of Learning

Gamification of Learning

If you don't have experience gaming, don't worry. Professor Kapp focuses on gamification as a design sensibility, making the principles clear to gamers and nongamers alike.

Author:

Publisher:

ISBN: OCLC:1137487215

Category:

Page:

View: 943

Gamification is an underutilized element in instructional design, but it's crucial to engaging today's learners and enabling content mastery. In this course, professor, instructional game designer, and author Karl Kapp lays the foundations of the theory, provides examples of gamification in three real-world learning scenarios, and breaks down the dynamics of gamification (aka what makes games fun!): escape, collection, discovery, pattern recognition, and other risk/reward activities. Plus, learn to put the different elements of gamification-from setting goals to providing multidimensional feedback and leveling up-to work for your classroom. If you don't have experience gaming, don't worry. Professor Kapp focuses on gamification as a design sensibility, making the principles clear to gamers and nongamers alike.
Categories:

Microlearning

Microlearning

Whether you are creating an individual product or a series of learning solutions, you need to follow a well-designed plan. This book guides readers through how, when, and why to design, develop, implement, and evaluate microlearning.

Author: Karl M. Kapp

Publisher: American Society for Training and Development

ISBN: 9781949036749

Category: Business & Economics

Page: 200

View: 717

Your Microlearning Primer Microlearning. Is it a text message or a video? Does it need to be shorter than five minutes? Do you just “chunk” a longer course into smaller pieces? Find the answers to these and other questions in this concise, comprehensive, and first-of-its-kind resource that will accommodate the most- and least-informed about microlearning. Gleaning insights from research, theory, and practice, authors Karl M. Kapp and Robyn A. Defelice debunk the myths around microlearning and present their universal definition. In Microlearning: Short and Sweet, they go beyond the hypothetical and offer tips on putting microlearning into action. Recognizing what makes microlearning effective is critical to avoiding costly, wasteful investments in the latest learning trend or newest shiny object. Only by understanding the nuances behind it can you decide what format and style suits your needs. Whether you are creating an individual product or a series of learning solutions, you need to follow a well-designed plan. This book guides readers through how, when, and why to design, develop, implement, and evaluate microlearning. Case studies punctuate what works and what doesn’t. User-friendly and highly accessible, this book is a must-have for instructional designers and anyone interested in microlearning.
Categories: Business & Economics

Play to Learn

Play to Learn

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.

Author: Sharon Boller

Publisher: Association for Talent Development

ISBN: 9781562867720

Category: Business & Economics

Page: 160

View: 993

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.
Categories: Business & Economics

Games and Learning Alliance

Games and Learning Alliance

This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020.

Author: Iza Marfisi-Schottman

Publisher: Springer Nature

ISBN: 9783030634643

Category:

Page:

View: 133

Categories:

ECGBL 2018 12th European Conference on Game Based Learning

ECGBL 2018 12th European Conference on Game Based Learning

The gamification of learning and instruction: game-based methods and strategies
for training and education John Wiley & Sons., ed., John Wiley & Sons. Koivisto, J
., 2013. Social Motivations To Use Gamification: An Empirical Study Of ...

Author: Dr Melanie Ciussi

Publisher: Academic Conferences and publishing limited

ISBN: 9781912764006

Category: Games & Activities

Page:

View: 232

Categories: Games & Activities

Gamification for Human Factors Integration Social Education and Psychological Issues

Gamification for Human Factors Integration  Social  Education  and Psychological Issues

Educational Psychologist, 38, 23–31. doi:10.1207/S15326985EP3801_4 Kapp, K
. (2012). The gamification of learning and instruction: Game-based methods and
strategies for training and education. San Francisco, CA: John Wiley & Sons.

Author: Bishop, Jonathan

Publisher: IGI Global

ISBN: 9781466650725

Category: Technology & Engineering

Page: 362

View: 984

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.
Categories: Technology & Engineering

Instructional Design Theories and Models Volume IV

Instructional Design Theories and Models  Volume IV

The Learner-Centered Paradigm of Education Charles M. Reigeluth, Brian J.
Beatty, Rodney D. Myers ... Karl has authored six books, including The
Gamification of Learning and Instruction and its accompanying fieldbook. Karl's
work explores ...

Author: Charles M. Reigeluth

Publisher: Routledge

ISBN: 9781317747642

Category: Education

Page: 464

View: 616

Instructional-Design Theories and Models, Volume IV provides a research-based description of the current state of instructional theory for the learner-centered paradigm of education, as well as a clear indication of how different theories and models interrelate. Significant changes have occurred in learning and instructional theory since the publication of Volume III, including advances in brain-based learning, learning sciences, information technologies, internet-based communication, a concern for customizing the student experience to maximize effectiveness, and scaling instructional environments to maximize efficiency. In order to complement the themes of Volume I (commonality and complementarity among theories of instruction), Volume II (diversity of theories) and Volume III (building a common knowledge base), the theme of Volume IV is shifting the paradigm of instruction from teacher-centered to learner-centered and integrating design theories of instruction, assessment, and curriculum. Chapters in Volume IV are collected into three primary sections: a comprehensive view of the learner-centered paradigm of education and training, elaborations on parts of that view for a variety of K-12 and higher education settings, and theories that address ways to move toward the learner-centered paradigm within the teacher-centered paradigm. Instructional-Design Theories and Models, Volume IV is an essential book for anyone interested in exploring more powerful ways of fostering human learning and development and thinking creatively about ways to best meet the needs of learners in all kinds of learning contexts.
Categories: Education

Making School a Game Worth Playing

Making School a Game Worth Playing

Developing effective gamified learning experiences is an ongoing process.
Facilitators must reflect on new aspects that ... their gamified learning
experiences? What obstacles exist to integrating gameful learning experiences
into instruction?

Author: Ryan Schaaf

Publisher: Corwin Press

ISBN: 9781483375137

Category: Education

Page: 160

View: 511

Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Categories: Education

Game Design for Learning

Game Design for Learning

If content does not change, as in a sales process, explanation of a policy, or
required compliance training, then the decision ... Dr. Karl Kapp devotes an entire
chapter to game research in his book, The Gamification of Learning and
Instruction.

Author: Stephanie Daul

Publisher: Association for Training and Development

ISBN: 9781562869571

Category: Business & Economics

Page: 16

View: 211

Are you interested in learning more about gaming? Are you trying to determine whether it might be an appropriate training and development solution, but aren’t sure where to start? While games have long been an important part of human social development—think learning to take turns in a board game, and strategizing about future moves in chess or checkers—we are only now beginning to understand how games can be a powerful tool in learning. This issue of TD at Work will: define games, gamification, and simulation; and discuss the types of games people playwalk you through the process of creating a game by outlining its design and gaming frameworkdescribe how to get stakeholders and sponsors to support the gaming solution.
Categories: Business & Economics

Communication Skills Training

Communication Skills Training

Key Points • Most learning does not happen in a classroom but through multiple
points of reinforcement. Learning technologies are an ... The Gamification of
Learning and Instruction Fieldbook: Ideas into Practice. San Francisco: Wiley.
Palloff ...

Author: Maureen Orey

Publisher: American Society for Training and Development

ISBN: 9781562869656

Category: Business & Economics

Page: 200

View: 192

Individuals, teams, and organizations are only as good as their ability to communicate effectively. Communication Skills Training offers the crucial tools you’ll need to help your workshop participants master the skills that drive performance. The first book in the ATD Workshop Series offers practical, road-tested strategies and tactics for use at all levels of your organization. Built on the successful ASTD Trainer’s WorkShop title of the same name, this volume brings all-new content to users, including how to incorporate technology in the delivery of training programs. Communication Skills Training presents two-day, one-day, and half-day communication training programs along with relevant chapters on needs analysis, design, delivery, facilitation, and evaluation of the training event. Readers may personalize workshop programs to their individual requirements. Ready-to-use resources are available online and include downloadable presentation materials, agendas, handouts, assessments, and tools. Customizable materials for all the workshop programs, including MS Office PowerPoint presentations and MS Word documents for handouts, are available for an additional fee, beginning on November 19, 2014. About the series The new ATD Workshop Series debuts November 2014 with the release of Communication Skills Training! Forthcoming titles include Leadership Training by Lou Russell and Coaching Training by Lisa Haneberg. Licensing information is coming soon. Communication Skills Training ready-to-use materials.
Categories: Business & Economics

Press Start

Press Start

Kapp, K. M. (2014) The Gamification of Learning and Instruction Fieldbook: Ideas
into Practice. John Wiley & Sons. Kim, A.J. (2018) Game Thinking: Innovate
Smarter & Drive Deep Engagement with Design Techniques from Hit Games.

Author: Daniel Griffin

Publisher: Bloomsbury Publishing

ISBN: 9781472970497

Category: Business & Economics

Page: 288

View: 858

Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.
Categories: Business & Economics

Write and Organize for Deeper Learning

Write and Organize for Deeper Learning

The book examines 28 actionable tactics that you can use immediately to make your instruction easier to learn, remember, and apply.

Author: Patti Shank

Publisher: Createspace Independent Publishing Platform

ISBN: 1545162409

Category: Communication in education

Page: 149

View: 631

The book examines 28 actionable tactics that you can use immediately to make your instruction easier to learn, remember, and apply. The tactics come from learning, information design, usability, and writing research and includes examples, checklists, and job aids.
Categories: Communication in education

Scenario based e Learning

Scenario based e Learning

This book focuses on the what, when, and how of scenario-based e-learning for workforce learning.

Author: Ruth C. Clark

Publisher: John Wiley & Sons

ISBN: 9781118416457

Category: Business & Economics

Page: 272

View: 450

Scenario-Based e-Learning Scenario-Based e-Learning offers a new instructionaldesign approach that can accelerate expertise, build criticalthinking skills, and promote transfer of learning. This bookfocuses on the what, when, and how of scenario-basede-learning for workforce learning. Throughout the book, Clarkdefines and demystifies scenario-based e-learning by offering apractical design model illustrated with examples from veterinaryscience, automotive troubleshooting, sales and loan analysis amongother industries. Filled with helpful guidelines and a wealth ofillustrative screen shots, this book offers you the informationneeded to: Identify the benefits of a SBeL design for learners andlearning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to commonorganizational goals Classify specific instructional goals into one or more learningdomains Apply a design model to present content in a task-centeredcontext Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysistechniques Make a business case for SBeL in your organization Praise for Scenario-Basede-Learning "Clark has done it again—with her uncanny ability to makecomplex ideas accessible to practitioners, the guidelines in thisbook provide an important resource for you to build your ownonline, problem-centered instructional strategies." —M. David Merrill, professor emeritus at Utah StateUniversity; author, First Principles of Instruction "Clark's wonderful book provides a solid explanation of the how,what, and why of scenario-based e-learning. The tools, techniques,and resources in this book provide a roadmap for creating engaging,informative scenarios that lead to tangible, measurable learningoutcomes. If you want to design more engaging e-learning, you needto read this book." —Karl M. Kapp, Professor of InstructionalTechnology, Bloomsburg University; author, The Gamification ofLearning and Instruction
Categories: Business & Economics

Gamification for Interactive Learning

Gamification for Interactive Learning

In this course, Karl Kapp explores the various types of gamification, and shows how to use gamification and interactive learning to develop effective learning experiences.

Author: Karl Kapp

Publisher:

ISBN: OCLC:1125939904

Category:

Page:

View: 943

Categories: