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Book Cover
E-book
Author Kapp, Karl M., 1967-

Title The gamification of learning and instruction fieldbook : ideas into practice / Karl M. Kapp, Lucas Blair, Rich Mesch
Published San Francisco, CA : Wiley, [2014]

Copies

Description 1 online resource
Contents Cover; Contents; Title; Copyright; Dedication; Website Contents; Figures, Tables, and Exhibits; Foreword; About the Authors; About the Contributors; Chapter 1: How to Read and Use This Fieldbook; Introduction; Key Definition; Why This Book?; What's Coming in This Book; The Best Way to Read This Book; Continuing the Discussion; Section I: Getting Started; Chapter 2: Why Games, Gamification, and Simulations for Learning?; Chapter Questions; Introduction; Wrong Reasons; Right Reasons; Questions to Ponder; Ensuring Success; Key Takeaways
Chapter 3: Game, Gamification, or Simulation: Which Is Best, When, Why?Chapter Questions; Introduction; Games; Gamification; Simulations; Selecting the Right ILE; Key Takeaways; Chapter 4: Critical Questions for Creating an Interactive Learning Event; Chapter Questions; Introduction; Foundational Questions; Practical Questions; Scoring and Assessment Questions; Game Play Questions; Key Takeaways; Section II: Basic Elements; Chapter 5: Foundational Elements; Chapter Questions; Introduction; Feedback; Constructs; Challenge; Story; Key Takeaways
Chapter 6: The Importance of Narrative/Context/StoryChapter Questions; Introduction; Overview of Storytelling; Elements of Storytelling; How Is Storytelling Different in ILEs?; The Goal-Based Scenario; The Role of Reality; The Predictable Unexpected; Architecting Your Story; Key Takeaways; Chapter 7: Making the Case; Chapter Questions; Introduction; Research-Based Justification; Return on Investment Justification; 1. Identify the Need; 2. Determine Sponsor's Goals; 3. Decide How to Measure; 4. Dollarize the Measurements; 5. Conduct a Baseline Assessment
6. Implement and Deliver the Game, Gamification, or Simulation7. Gather Post-Learning Data and Data from the Control Group; 8. Determine the Return; Stealth Justification; Key Takeaways; Chapter 8: Managing the Process; Chapter Questions; Introduction; The Process Required to Produce an Educational Game; Tips for a First-Time Producer; Key Takeaways; Section III: Design Considerations; Chapter 9: Where to Find Ideas; Chapter Questions; Introduction; Play Games; Brainstorming Techniques; Shazam Session; Sharing Output; Key Takeaways; Chapter 10: Games; Chapter Questions; Introduction
Designing a Game From Start to FinishWireframing; One-Page Design; Paper Prototyping; Storyboards; Design Document; Key Takeaways; Chapter 11: Gamification; Chapter Questions; Introduction; Controversial Nature of Gamification; Structural Gamification; Avoid Learners Gaming the System; Content Gamification; Key Takeaways; Chapter 12: Simulations; Chapter Questions; Introduction; Why Simulations Are Valuable for Learning; Designing a Simulation; The Illusion of Complexity; Using Flowcharts; Storytelling for Simulations; Creating Decisions for Simulations; Creating Simulation Feedback
Summary "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."-- Unedited summary from book
Bibliography Includes bibliographical references and index
Notes Copyright © Pfeiffer 2014
Print version record and CIP data provided by publisher
Subject Educational games.
Simulation games in education.
Computer-assisted instruction.
Employees -- Training of.
Gamification.
Computer-Assisted Instruction
Inservice Training
BUSINESS & ECONOMICS -- Human Resources & Personnel Management.
EDUCATION -- Administration -- General.
EDUCATION -- Organizations & Institutions.
Gamification.
Computer-assisted instruction.
Educational games.
Employees -- Training of.
Simulation games in education.
Lernspiel
Trainingsmethode
Genre/Form Educational games.
Educational games.
Jeux éducatifs.
Form Electronic book
Author Blair, Lucas
Mesch, Rich
LC no. 2013042344
ISBN 9781118677247
1118677242
9781118677803
1118677803