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E-raamat: Gamification of Learning and Instruction Fieldbook: Ideas into Practice

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 11-Oct-2013
  • Kirjastus: Pfeiffer
  • Keel: eng
  • ISBN-13: 9781118677247
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 11-Oct-2013
  • Kirjastus: Pfeiffer
  • Keel: eng
  • ISBN-13: 9781118677247

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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.

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(12)
Introduction
1(1)
Key Definition
2(1)
Why This Book?
2(3)
What's Coming in This Book
5(2)
The Best Way to Read This Book
7(2)
Continuing the Discussion
9(4)
SECTION I Getting Started
Chapter 2 Why Games, Gamification, and Simulations for Learning?
13(22)
Chapter Questions
13(1)
Introduction
13(1)
Wrong Reasons
14(6)
Right Reasons
20(11)
Questions to Ponder
31(1)
Ensuring Success
31(2)
Key Takeaways
33(2)
Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why?
35(32)
Chapter Questions
35(1)
Introduction
36(1)
Games
37(17)
Gamification
54(4)
Simulations
58(5)
Selecting the Right ILE
63(2)
Key Takeaways
65(2)
Chapter 4 Critical Questions for Creating an Interactive Learning Event
67(22)
Chapter Questions
67(1)
Introduction
67(2)
Foundational Questions
69(4)
Practical Questions
73(2)
Scoring and Assessment Questions
75(4)
Game Play Questions
79(2)
Key Takeaways
81(8)
SECTION II Basic Elements
Chapter 5 Foundational Elements
89(14)
Chapter Questions
89(1)
Introduction
89(1)
Feedback
90(5)
Constructs
95(3)
Challenge
98(1)
Story
99(1)
Key Takeaways
100(3)
Chapter 6 The Importance of Narrative/Context/Story
103(14)
Chapter Questions
103(1)
Introduction
103(1)
Overview of Storytelling
104(2)
Elements of Storytelling
106(1)
How Is Storytelling Different in ILEs?
107(2)
The Goal-Based Scenario
109(1)
The Role of Reality
110(2)
The Predictable Unexpected
112(1)
Architecting Your Story
112(3)
Key Takeaways
115(2)
Chapter 7 Making the Case
117(24)
Chapter Questions
117(1)
Introduction
117(1)
Research-Based Justification
118(9)
Return on Investment Justification
127(12)
1 Identify the Need
129(3)
2 Determine Sponsor's Goals
132(1)
3 Decide How to Measure
133(1)
4 Dollarize the Measurements
134(1)
5 Conduct a Baseline Assessment
134(2)
6 Implement and Deliver the Game, Gamification, or Simulation
136(1)
7 Gather Post-Learning Data and Data from the Control Group
136(1)
8 Determine the Return
137(2)
Stealth Justification
139(1)
Key Takeaways
140(1)
Chapter 8 Managing the Process
141(38)
Jim Kiggens
Chapter Questions
141(1)
Introduction
141(1)
The Process Required to Produce an Educational Game
142(28)
Tips for a First-Time Producer
170(6)
Key Takeaways
176(3)
SECTION III Design Considerations
Chapter 9 Where Do Find Ideas
179(20)
Chapter Questions
179(1)
Introduction
179(1)
Play Games
180(4)
Brainstorming Techniques
184(7)
Shazam Session
191(2)
Sharing Output
193(4)
Key Takeaways
197(2)
Chapter 10 Games
199(20)
Chapter Questions
199(1)
Introduction
199(1)
Designing a Game From Start to Finish
200(9)
Wireframing
209(2)
One-Page Design
211(1)
Paper Prototyping
212(2)
Storyboards
214(2)
Design Document
216(1)
Key Takeaways
217(2)
Chapter 11 Gamification
219(30)
Chapter Questions
219(1)
Introduction
219(1)
Controversial Nature of Gamification
220(4)
Structural Gamification
224(11)
Avoid Learners Gaming the System
235(2)
Content Gamification
237(9)
Key Takeaways
246(3)
Chapter 12 Simulations
249(24)
Chapter Questions
249(1)
Introduction
249(2)
Why Simulations Are Valuable for Learning
251(1)
Designing a Simulation
252(2)
The Illusion of Complexity
254(2)
Using Flowcharts
256(2)
Storytelling for Simulations
258(1)
Creating Decisions for Simulations
259(4)
Creating Simulation Feedback
263(1)
Simulation Design Tool
264(5)
Key Takeaways
269(4)
SECTION IV Development
Chapter 13 Technology Tools
273(14)
Helmut Doll
Chapter Questions
273(1)
Introduction
273(1)
Developing an Interactive Learning Experience
274(1)
Development Terms
275(1)
Template-Based Authoring Tools/Arcade-Style Games
276(2)
Game Engines
278(2)
Other Development Tools
280(2)
Mobile Games
282(1)
Adding Leaderboards or Badges
283(1)
Key Takeaways
284(3)
Chapter 14 Storyboarding
287(18)
Kevin Thorn
Chapter Questions
287(1)
Introduction
287(3)
Why Storyboarding Is Important
290(3)
The Storyboarding Process
293(1)
Storyboarding in Action
294(4)
Storyboarding Simulations
298(2)
Storyboarding Techniques
300(1)
Key Takeaways
300(5)
SECTION V Case Studies
Chapter 15 The Knowledge Guru
305(14)
Sharon Boiler
Background
305(1)
The Challenge
306(1)
Why Game or Gamification?
307(2)
Making the Case
309(1)
The Solution
309(7)
The Benefits and Results
316(1)
Lessons Learned
317(2)
Chapter 16 A Board Game: MPE
319(14)
Robert Bell
Background
319(1)
The Challenge
320(1)
Why a Game?
321(2)
Making the Case
323(1)
The Solution
323(6)
The Benefits
329(1)
The Results
329(1)
Lessons Learned
330(3)
Chapter 17 Mobile Gamification: Mobile Cricket U
333(14)
Robert Gadd
Background
333(1)
The Challenge
334(2)
Why Gamification?
336(1)
Making the Case
337(2)
The Solution
339(4)
The Benefits
343(1)
Lessons Learned
344(3)
Chapter 18 Serious Game: Learning to Negotiate
347(12)
Bryan Austin
Background
347(1)
The Challenge
348(1)
Why a Game?
349(1)
The Solution
350(5)
The Benefits
355(1)
The Results
355(1)
Lessons Learned
356(3)
Chapter 19 Structural Gamification for On-Boarding Employees
359(12)
Mohit Garg
Background
359(1)
The Challenge
360(1)
Why Gamification?
360(1)
Making the Case
361(2)
The Solution
363(2)
The Results
365(3)
Summary
368(1)
Lessons Learned
368(3)
Chapter 20 Medical Simulation
371(20)
Kevin R. Glover
Background
371(1)
The Challenge
372(3)
Why a Simulation?
375(3)
Making the Case
378(1)
The Solution
379(8)
The Results
387(1)
Lessons Learned
388(3)
Chapter 21 Financial Game-Based Learning
391(8)
Andrew Hughes
Background
391(1)
The Challenge
392(1)
Why a Game?
392(1)
Making the Case
392(1)
The Solution
393(4)
The Benefits
397(1)
The Results
398(1)
Lessons Learned
398(1)
Chapter 22 Sales Training Game: An Avaya Case
399(6)
Anders Gronstedt
Background
399(1)
Why a Game-Based Simulation?
400(1)
The Solution
400(4)
Benefits and Results
404(1)
Lessons Learned
404(1)
Glossary 405(12)
Notes 417(6)
Index 423(18)
About ASTD 441
THE AUTHORS

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 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. http://karlkapp.com/kapp-notes

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.