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The Gamification of Training - Game-Based Methods and Strategies for Learning and Instruction

English · Hardback

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Informationen zum Autor 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 four books on the convergence of learning and technology, Integrated Learning for ERP Success, Winning e-Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D. Klappentext 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 Zusammenfassung 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. Inhaltsverzeichnis List of Figures and Tables xii Contents on the Web xv Foreword by Kevin Kruse xvii Preface xxi Acknowledgments xxvii About the Author xxix Contributors xxxi Chapter 1 What Is Gamification? 1 Chapter Questions 1 Introduction 2 Gamification in Action 2 What Is a Game? 6 What Is Gamification? 9 What Gamification Is Not 12 Gamification Versus Serious Games 15 Growth of Gamification 18 Who Is Using Gamification 19 Implications and Importance to the Future of Learning 22 Key Takeaways 23 Chapter 2 It's in the Game: Understanding Game Elements 25 Chapter Questions 25 Introduction 26 Abstractions of Concepts and Reality 26 Goals 28 Rules 29 Conflict, Competition, or Cooperation 31 Time 32 Reward Structures 33 Feedback 35 Levels 37 Storytelling 41 Curve of Interest 45 Aesthetics 46 Replay or Do Over 48 Implications and Importance to the Future of Learning 49 Key Takeaways 50 Chapter 3 Theories Behind Gamification of Learning and Instruction 51 Chapter Questions 51 Introduction 51 Motivation 52 The Taxonomy of Intrinsic Motivation 58 Self-Determination Theory 63 Distributed Practice 65 Scaffolding 66 Episodic Memory 67 Cognitive Apprenticeship 69 Social Learning Theory 70 Flow 71 Key Takeaways 74 Chapter 4 Research Says Games Are Effective for Learning 75 Chapter Questions 75 In...

List of contents

List of Figures and Tables xii
 
Contents on the Web xv
 
Foreword by Kevin Kruse xvii
 
Preface xxi
 
Acknowledgments xxvii
 
About the Author xxix
 
Contributors xxxi
 
Chapter 1 What Is Gamification? 1
 
Chapter Questions 1
 
Introduction 2
 
Gamification in Action 2
 
What Is a Game? 6
 
What Is Gamification? 9
 
What Gamification Is Not 12
 
Gamification Versus Serious Games 15
 
Growth of Gamification 18
 
Who Is Using Gamification 19
 
Implications and Importance to the Future of Learning 22
 
Key Takeaways 23
 
Chapter 2 It's in the Game: Understanding Game Elements 25
 
Chapter Questions 25
 
Introduction 26
 
Abstractions of Concepts and Reality 26
 
Goals 28
 
Rules 29
 
Conflict, Competition, or Cooperation 31
 
Time 32
 
Reward Structures 33
 
Feedback 35
 
Levels 37
 
Storytelling 41
 
Curve of Interest 45
 
Aesthetics 46
 
Replay or Do Over 48
 
Implications and Importance to the Future of Learning 49
 
Key Takeaways 50
 
Chapter 3 Theories Behind Gamification of Learning and Instruction 51
 
Chapter Questions 51
 
Introduction 51
 
Motivation 52
 
The Taxonomy of Intrinsic Motivation 58
 
Self-Determination Theory 63
 
Distributed Practice 65
 
Scaffolding 66
 
Episodic Memory 67
 
Cognitive Apprenticeship 69
 
Social Learning Theory 70
 
Flow 71
 
Key Takeaways 74
 
Chapter 4 Research Says . . . Games Are Effective for Learning 75
 
Chapter Questions 75
 
Introduction 76
 
Game Research 76
 
Randel's Meta-Analysis 77
 
Wolfe's Meta-Analysis 80
 
Hays' Meta-Analysis 80
 
Vogel's Meta-Analysis 82
 
Ke's Qualitative Meta-Analysis 83
 
Sitzmann's Meta-Analysis 85
 
Elements of Games 88
 
Key Takeaways 101
 
Chapter 5 Leveling Up: What Gamification Can Do 105
 
Chapter Questions 105
 
Introduction 106
 
Improving Surgeon Hand-Eye Coordination 106
 
Solving Problems 108
 
Teaching Higher Order Skills 110
 
Thinking the Unthinkable 112
 
Thinking Like Your Opponent 113
 
Engaging Learners in a Live Classroom 115
 
Helping People Lose Weight 116
 
Making Physical Therapy More Enjoyable 119
 
Influencing Pro-Social Behavior 119
 
Testing Knowledge and Performance 123
 
Good for Young and Old 125
 
Key Takeaways 126
 
Chapter 6 Achiever or Killer? Player Types and Game Patterns 127
 
Chapter Questions 127
 
Introduction 128
 
Types of Play 128
 
Player Skill Levels 131
 
Bartle's Player Types 132
 
Caillois' Patterns of Play 137
 
Game Interactions 141
 
Key Takeaways 142
 
Chapter 7 Applying Gamification to Problem Solving 143
 
Chapter Questions 143
 
Introduction 144
 
Differences Between Novices and Experts 145
 
Turning Novices into Experts 147
 
Preparing Firefighters 158
 
Gamification of Problem Solving 161
 
Key Takeaways 164
 
Chapter 8 Applying Gamification to Learning Domains 165
 
Chapter Questions 165
 
Introduction 166
 
Declarative Knowledge 167
 
Conceptual Knowledge 171
 
Rules-Based Knowledge 177
 
Procedural Knowledge 181
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Product details

Authors Karl M Kapp, Karl M. Kapp, KAPP KARL M, Kapp Karl M.
Publisher Wiley, John and Sons Ltd
 
Languages English
Product format Hardback
Released 01.05.2012
 
EAN 9781118096345
ISBN 978-1-118-09634-5
No. of pages 464
Subjects Social sciences, law, business > Business > Management

Personalentwicklung, Business & management, Wirtschaft u. Management, Training u. Personalentwicklung, Training & Development

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