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Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education [Kõva köide]

(Commonwealth University of Pennsylvania, Bloomsburg, PA, USA)
  • Formaat: Hardback, 336 pages, kõrgus x laius x paksus: 236x183x36 mm, kaal: 635 g
  • Ilmumisaeg: 15-May-2012
  • Kirjastus: Pfeiffer
  • ISBN-10: 1118096347
  • ISBN-13: 9781118096345
  • Formaat: Hardback, 336 pages, kõrgus x laius x paksus: 236x183x36 mm, kaal: 635 g
  • Ilmumisaeg: 15-May-2012
  • Kirjastus: Pfeiffer
  • ISBN-10: 1118096347
  • ISBN-13: 9781118096345
"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 engagementthe 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/
List of Figures and Tables
xii
Contents on the Web xv
Foreword xvii
Kevin Kruse
Preface xxi
Acknowledgments xxvii
About the Author xxix
Contributors xxxi
Chapter 1 What Is Gamification?
1(24)
Chapter Questions
1(1)
Introduction
2(1)
Gamification in Action
2(4)
What Is a Game?
6(3)
What Is Gamification?
9(3)
What Gamification Is Not
12(3)
Gamification Versus Serious Games
15(3)
Growth of Gamification
18(1)
Who Is Using Gamification
19(3)
Implications and Importance to the Future of Learning
22(1)
Key Takeaways
23(2)
Chapter 2 It's in the Game: Understanding Game Elements
25(26)
Chapter Questions
25(1)
Introduction
26(1)
Abstractions of Concepts and Reality
26(2)
Goals
28(1)
Rules
29(2)
Conflict, Competition, or Cooperation
31(1)
Time
32(1)
Reward Structures
33(2)
Feedback
35(2)
Levels
37(4)
Storytelling
41(4)
Curve of Interest
45(1)
Aesthetics
46(2)
Replay or Do Over
48(1)
Implications and Importance to the Future of Learning
49(1)
Key Takeaways
50(1)
Chapter 3 Theories Behind Gamification of Learning and Instruction
51(24)
Chapter Questions
51(1)
Introduction
51(1)
Motivation
52(6)
The Taxonomy of Intrinsic Motivation
58(5)
Self-Determination Theory
63(2)
Distributed Practice
65(1)
Scaffolding
66(1)
Episodic Memory
67(2)
Cognitive Apprenticeship
69(1)
Social Learning Theory
70(1)
Flow
71(3)
Key Takeaways
74(1)
Chapter 4 Research Says ... Games Are Effective for Learning
75(30)
Chapter Questions
75(1)
Introduction
76(1)
Game Research
76(1)
Randel's Meta-Analysis
77(3)
Wolfe's Meta-Analysis
80(1)
Hays' Meta-Analysis
80(2)
Vogel's Meta-Analysis
82(1)
Ke's Qualitative Meta-Analysis
83(2)
Sitzmann's Meta-Analysis
85(3)
Elements of Games
88(13)
Key Takeaways
101(4)
Chapter 5 Leveling Up: What Gamification Can Do
105(22)
Chapter Questions
105(1)
Introduction
106(1)
Improving Surgeon Hand-Eye Coordination
106(2)
Solving Problems
108(2)
Teaching Higher Order Skills
110(2)
Thinking the Unthinkable
112(1)
Thinking Like Your Opponent
113(2)
Engaging Learners in a Live Classroom
115(1)
Helping People Lose Weight
116(3)
Making Physical Therapy More Enjoyable
119(1)
Influencing Pro-Social Behavior
119(4)
Testing Knowledge and Performance
123(2)
Good for Young and Old
125(1)
Key Takeaways
126(1)
Chapter 6 Achiever or Killer? Player Types and Game Patterns
127(16)
Chapter Questions
127(1)
Introduction
128(1)
Types of Play
128(3)
Player Skill Levels
131(1)
Bartle's Player Types
132(5)
Caillois' Patterns of Play
137(4)
Game Interactions
141(1)
Key Takeaways
142(1)
Chapter 7 Applying Gamification to Problem Solving
143(22)
Chapter Questions
143(1)
Introduction
144(1)
Differences Between Novices and Experts
145(2)
Turning Novices into Experts
147(11)
Preparing Firefighters
158(3)
Gamification of Problem Solving
161(3)
Key Takeaways
164(1)
Chapter 8 Applying Gamification to Learning Domains
165(28)
Chapter Questions
165(1)
Introduction
166(1)
Declarative Knowledge
167(4)
Conceptual Knowledge
171(6)
Rules-Based Knowledge
177(4)
Procedural Knowledge
181(4)
Soft Skills
185(1)
Affective Domain
185(2)
Psychomotor Domain
187(3)
Key Takeaways
190(3)
Chapter 9 Managing the Gamification Design Process
193(26)
Chapter Questions
193(1)
Introduction
194(1)
Development Process: ADDIE vs. Scrum
195(7)
Team
202(3)
Design Document
205(11)
Paper Prototyping
216(1)
Key Takeaways
217(2)
Chapter 10 Congratulations! Selecting the Right In-Game Achievements
219(20)
Lucas Blair
Chapter Questions
219(1)
Introduction
220(1)
Measurement vs. Completion Achievements
220(2)
Boring vs. Interesting Tasks
222(1)
Achievement Difficulty
223(1)
Goal Orientation
224(1)
Expected vs. Unexpected Achievements
225(2)
When Achievement Notification Occurs
227(1)
Achievement Permanence
228(1)
Who Can See Earned Achievements?
229(1)
Negative Achievements
230(1)
Achievements as Currency
231(1)
Incremental and Meta Achievements
232(1)
Competitive Achievements
233(2)
Non-Competitive Cooperative Achievements
235(1)
Key Takeaways
236(3)
Chapter 11 Perspective of a Gamer
239(8)
Nathan Kapp
Chapter Questions
239(1)
Introduction
240(1)
Gamer Generation
240(1)
Mario Kart: Thinking Outside the Box
240(1)
Madden Football: Analyzing Problems
241(2)
RuneScape: The Art of the Deal
243(1)
Civilization Revolution: Balancing Resources
244(1)
Games vs. School
245(1)
Key Takeaways
246(1)
Chapter 12 Casual Game Site: DAU Case Study
247(10)
Alicia Sanchez
Chapter Questions
247(1)
Introduction
248(1)
Games and Simulations in the Curriculum
248(1)
DAU Casual Games Initiative
249(5)
Games Portal
254(1)
Key Takeaways
255(2)
Chapter 13 Alternate Reality Games for Corporate Learning
257(8)
Koreen Olbrish
Chapter Questions
257(1)
Introduction
258(1)
Zombie Apocalypse
258(1)
What Is an ARG?
259(1)
ARG Terminology
260(1)
Design Principles for ARGs
261(2)
Potential of ARGs
263(1)
Key Takeaways
264(1)
Chapter 14 If You Want to Learn More, Play Games
265(12)
Chapter Questions
265(1)
Introduction
266(1)
Pick a Card, Any Card---A Game of Phones
266(5)
Survival Master
271(3)
The Virtue of Gamification
274(1)
Next Steps
275(1)
Key Takeaways
276(1)
Glossary 277(8)
Notes 285(12)
Index 297
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 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.