The Gamification of Learning and Instruction Fieldbook

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 111867443X
Total Pages : 487 pages
Book Rating : 4.37/5 ( download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Gamification of Learning and Instruction Fieldbook

Download The Gamification of Learning and Instruction Fieldbook PDF Online Free

Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118677242
Total Pages : 487 pages
Book Rating : 4.47/5 ( download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-10-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Gamification of Learning and Instruction Fieldbook

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Author :
Publisher : Pfeiffer
ISBN 13 : 9781118677803
Total Pages : 0 pages
Book Rating : 4.03/5 ( download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by Pfeiffer. This book was released on 2013-11-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Gamification of Learning and Instruction

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118096347
Total Pages : 340 pages
Book Rating : 4.45/5 ( download)

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Book Synopsis The Gamification of Learning and Instruction by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2012-05-01 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

Play to Learn

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Author :
Publisher : Association for Talent Development
ISBN 13 : 1562867725
Total Pages : 186 pages
Book Rating : 4.20/5 ( download)

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Book Synopsis Play to Learn by : Sharon Boller

Download or read book Play to Learn written by Sharon Boller and published by Association for Talent Development. This book was released on 2017-03-03 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gamification in Learning and Education

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Author :
Publisher : Springer
ISBN 13 : 3319472836
Total Pages : 159 pages
Book Rating : 4.36/5 ( download)

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Book Synopsis Gamification in Learning and Education by : Sangkyun Kim

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Game On!

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Author :
Publisher : JHU Press
ISBN 13 : 1421423960
Total Pages : 217 pages
Book Rating : 4.68/5 ( download)

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Book Synopsis Game On! by : Kevin Bell

Download or read book Game On! written by Kevin Bell and published by JHU Press. This book was released on 2018 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--

Computer Games for Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.71/5 ( download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.17/5 ( download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Games and Education: Designs in and for Learning

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Author :
Publisher : BRILL
ISBN 13 : 9004388826
Total Pages : 238 pages
Book Rating : 4.26/5 ( download)

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Book Synopsis Games and Education: Designs in and for Learning by :

Download or read book Games and Education: Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.