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Karl M Kapp, Karl M. Kapp, KAPP KARL M, Kapp Karl M.
The Gamification of Training - Game-Based Methods and Strategies for Learning and Instruction
English · Hardback
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Description
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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