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The Gamification of Learning and Instruction Fieldbook: Ideas into Practice by K

Description: The Gamification of Learning and Instruction Fieldbook by Karl M. Kapp Following Karl Kapps 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. FORMAT Paperback LANGUAGE English CONDITION Brand New Publisher Description Following Karl Kapps 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. Back Cover THE GAMIFICATION OF LEARNING AND INSTRUCTION FIELDBOOK Keeping participants engaged is the cornerstone of any positive learning experience and its no secret that games create engagement. As digital games and game-based interfaces continue to grow in popularity, it is essential that learning professionals incorporate gamification as part of their skill base. The Gamification of Learning and Instruction Fieldbook offers professionals a step-by-step guide for implementing the concepts and techniques outlined in Karl M. Kapps bestselling book The Gamification of Learning and Instruction . This down-to-earth resource is filled with illustrative examples, tips, tricks-of-the-trade, and worksheets that are designed to give learning professionals a hands-on way to put Kapps winning ideas into practice. Each chapter in the fieldbook contains information, activities, and ideas for creating your own immer- sive learning event, illustrative case studies, provocative questions to stimulate discussion, worksheets for designing an immersive learning experience, and a summary for review. Flap THE GAMIFICATION OF LEARNING AND INSTRUCTION FIELDBOOK Keeping participants engaged is the cornerstone of any positive learning experience and its no secret that games create engagement. As digital games and game-based interfaces continue to grow in popularity, it is essential that learning professionals incorporate gamification as part of their skill base. The Gamification of Learning and Instruction Fieldbook offers professionals a step-by-step guide for implementing the concepts and techniques outlined in Karl M. Kapps bestselling book The Gamification of Learning and Instruction . This down-to-earth resource is filled with illustrative examples, tips, tricks-of-the-trade, and worksheets that are designed to give learning professionals a hands-on way to put Kapps winning ideas into practice. Each chapter in the fieldbook contains information, activities, and ideas for creating your own immer- sive learning event, illustrative case studies, provocative questions to stimulate discussion, worksheets for designing an immersive learning experience, and a summary for review. Author Biography THE AUTHORS Karl M. Kapp is a professor of Instructional Technology in Bloomsburg Universitys Department of Instructional Technology in Bloomsburg, Pennsylvania and the assistant director of Bloomsburg Universitys acclaimed Institute for Interactive Technologies. He has authored or co-authored five books on the convergence of learning and technology, The Gamification of Learning and Instruction, Integrated Learning for ERP Success, Winning e-Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D. Follow Karl on his widely-read "Kapp Notes" blog. Lucas Blair is a game designer and educator. He founded Little Bird Games, a serious game development company, in 2011 after receiving his PhD in Modeling and Simulation from the University of Central Florida. Rich Mesch is the Senior Director of Customer Engagement at Performance Development Group of Malvern, PA. He has been working in the field of experiential and contextualized learning for over 25 years with dozens of top global organizations. Table of Contents Website Contents xvi Figures, Tables, and Exhibits xvii Foreword xxv About the Authors xxix About the Contributors xxxiii Chapter 1 How to Read and Use This Fieldbook 1 Introduction 1 Key Definition 2 Why This Book? 2 Whats Coming in This Book 5 The Best Way to Read This Book 7 Continuing the Discussion 9 Section I: Getting Started Chapter 2 Why Games, Gamification, and Simulations for Learning? 13 Chapter Questions 13 Introduction 13 Wrong Reasons 14 Right Reasons 20 Questions to Ponder 31 Ensuring Success 31 Key Takeaways 33 Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why? 35 Chapter Questions 35 Introduction 36 Games 37 Gamification 54 Simulations 58 Selecting the Right ILE 63 Key Takeaways 65 Chapter 4 Critical Questions for Creating an Interactive Learning Event 67 Chapter Questions 67 Introduction 67 Foundational Questions 69 Practical Questions 73 Scoring and Assessment Questions 75 Game Play Questions 79 Key Takeaways 81 Section II: Basic Elements Chapter 5 Foundational Elements 89 Chapter Questions 89 Introduction 89 Feedback 90 Constructs 95 Challenge 98 Story 99 Key Takeaways 100 Chapter 6 The Importance of Narrative/Context/Story 103 Chapter Questions 103 Introduction 103 Overview of Storytelling 104 Elements of Storytelling 106 How Is Storytelling Different in ILEs? 107 The Goal-Based Scenario 109 The Role of Reality 110 The Predictable Unexpected 112 Architecting Your Story 112 Key Takeaways 115 Chapter 7 Making the Case 117 Chapter Questions 117 Introduction 117 Research-Based Justification 118 Return on Investment Justification 127 1. Identify the Need 129 2. Determine Sponsors Goals 132 3. Decide How to Measure 133 4. Dollarize the Measurements 134 5. Conduct a Baseline Assessment 134 6. Implement and Deliver the Game, Gamification, or Simulation 136 7. Gather Post-Learning Data and Data from the Control Group 136 8. Determine the Return 137 Stealth Justification 139 Key Takeaways 140 Chapter 8 Managing the Process 141 By Jim Kiggens Chapter Questions 141 Introduction 141 The Process Required to Produce an Educational Game 142 Tips for a First-Time Producer 170 Key Takeaways 176 Section III: Design Considerations Chapter 9 Where Do Find Ideas 179 Chapter Questions 179 Introduction 179 Play Games 180 Brainstorming Techniques 184 Shazam Session 191 Sharing Output 193 Key Takeaways 197 Chapter 10 Games 199 Chapter Questions 199 Introduction 199 Designing a Game From Start to Finish 200 Wireframing 209 One-Page Design 211 Paper Prototyping 212 Storyboards 214 Design Document 216 Key Takeaways 217 Chapter 11 Gamification 219 Chapter Questions 219 Introduction 219 Controversial Nature of Gamification 220 Structural Gamification 224 Avoid Learners Gaming the System 235 Content Gamification 237 Key Takeaways 246 Chapter 12 Simulations 249 Chapter Questions 249 Introduction 249 Why Simulations Are Valuable for Learning 251 Designing a Simulation 252 The Illusion of Complexity 254 Using Flowcharts 256 Storytelling for Simulations 258 Creating Decisions for Simulations 259 Creating Simulation Feedback 263 Simulation Design Tool 264 Key Takeaways 269 Section IV: Development Chapter 13 Technology Tools 273 By Helmut Doll Chapter Questions 273 Introduction 273 Developing an Interactive Learning Experience 274 Development Terms 275 Template-Based Authoring Tools/Arcade-Style Games 276 Game Engines 278 Other Development Tools 280 Mobile Games 282 Adding Leaderboards or Badges 283 Key Takeaways 284 Chapter 14 Storyboarding 287 By Kevin Thorn Chapter Questions 287 Introduction 287 Why Storyboarding Is Important 290 The Storyboarding Process 293 Storyboarding in Action 294 Storyboarding Simulations 298 Storyboarding Techniques 300 Key Takeaways 300 Section V: Case Studies Chapter 15 The Knowledge Guru 305 By Sharon Boller Background 305 The Challenge 306 Why Game or Gamification? 307 Making the Case 309 The Solution 309 The Benefits and Results 316 Lessons Learned 317 Chapter 16 A Board Game: MPE 319 By Robert Bell Background 319 The Challenge 320 Why a Game? 321 Making the Case 323 The Solution 323 The Benefits 329 The Results 329 Lessons Learned 330 Chapter 17 Mobile Gamification: Mobile Cricket U 333 By Robert Gadd Background 333 The Challenge 334 Why Gamification? 336 Making the Case 337 The Solution 339 The Benefits 343 Lessons Learned 344 Chapter 18 Serious Game: Learning to Negotiate 347 By Bryan Austin Background 347 The Challenge 348 Why a Game? 349 The Solution 350 The Benefits 355 The Results 355 Lessons Learned 356 Chapter 19 Structural Gamification for On-Boarding Employees 359 By Mohit Garg Background 359 The Challenge 360 Why Gamification? 360 Making the Case 361 The Solution 363 The Results 365 Summary 368 Lessons Learned 368 Chapter 20 Medical Simulation 371 By Kevin R. Glover Background 371 The Challenge 372 Why a Simulation? 375 Making the Case 378 The Solution 379 The Results 387 Lessons Learned 388 Chapter 21 Financial Game-Based Learning 391 By Andrew Hughes Background 391 The Challenge 392 Why a Game? 392 Making the Case 392 The Solution 393 The Benefits 397 The Results 398 Lessons Learned 398 Chapter 22 Sales Training Game: An Avaya Case 399 By Anders Gronstedt Background 399 Why a Game-Based Simulation? 400 The Solution 400 Benefits and Results 404 Lessons Learned 404 Glossary 405 Notes 417 Index 423 About ASTD 441 Long Description Keeping participants engaged is the cornerstone of any positive learning experience and its no secret that games create engagement. As digital games and game-based interfaces continue to grow in popularity, it is essential that learning professionals incorporate gamification as part of their skill base. The Gamification of Learning and Instruction Fieldbook offers professionals a step-by-step guide for implementing the concepts and techniques outlined in Karl M. Kapps bestselling book The Gamification of Learning and Instruction . This down-to-earth resource is filled with illustrative examples, tips, tricks-of-the-trade, and worksheets that are designed to give learning professionals a hands-on way to put Kapps winning ideas into practice. Each chapter in the fieldbook contains information, activities, and ideas for creating your own immer- sive learning event, illustrative case studies, provocative questions to stimulate discussion, worksheets for designing an immersive learning experience, and a summary for review. Details ISBN111867443X Author Karl M. Kapp Short Title GAMIFICATION OF LEARNING & INS Language English ISBN-10 111867443X ISBN-13 9781118674437 Media Book Format Paperback Birth 1967 Place of Publication New York Country of Publication United States DEWEY 658.312404 Pages 480 Illustrations illustrations Edition 1st UK Release Date 2014-01-03 NZ Release Date 2013-11-01 Publisher John Wiley & Sons Inc Year 2014 Publication Date 2014-01-03 Imprint Pfeiffer Subtitle Ideas into Practice Audience Professional & Vocational US Release Date 2014-01-03 AU Release Date 2013-10-31 We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:52436669;

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The Gamification of Learning and Instruction Fieldbook: Ideas into Practice by K

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ISBN-13: 9781118674437

Book Title: The Gamification of Learning and Instruction Fieldbook

Number of Pages: 480 Pages

Publication Name: The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice

Language: English

Publisher: John Wiley & Sons Inc

Item Height: 235 mm

Subject: Management

Publication Year: 2014

Type: Textbook

Item Weight: 811 g

Subject Area: Educational Technology

Author: Karl M. Kapp

Item Width: 178 mm

Format: Paperback

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