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The Gamification of Learning and Instruction Fieldbook
Ideas Into Practice
Taschenbuch von Karl M Kapp
Sprache: Englisch

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Beschreibung
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.
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.
Über den Autor

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. [...]

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.

Inhaltsverzeichnis
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 What's 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 Sponsor's 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 287By 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 305By 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 319By 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 333By 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 347By 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 359By 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 371By 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 391By 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 399By 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
Details
Erscheinungsjahr: 2013
Fachbereich: Management
Genre: Wirtschaft
Rubrik: Recht & Wirtschaft
Medium: Taschenbuch
Inhalt: 384 S.
ISBN-13: 9781118674437
ISBN-10: 111867443X
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Kapp, Karl M
Hersteller: Wiley
John Wiley & Sons
Maße: 235 x 191 x 26 mm
Von/Mit: Karl M Kapp
Erscheinungsdatum: 11.11.2013
Gewicht: 0,888 kg
Artikel-ID: 105921487
Über den Autor

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. [...]

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.

Inhaltsverzeichnis
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 What's 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 Sponsor's 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 287By 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 305By 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 319By 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 333By 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 347By 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 359By 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 371By 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 391By 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 399By 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
Details
Erscheinungsjahr: 2013
Fachbereich: Management
Genre: Wirtschaft
Rubrik: Recht & Wirtschaft
Medium: Taschenbuch
Inhalt: 384 S.
ISBN-13: 9781118674437
ISBN-10: 111867443X
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Kapp, Karl M
Hersteller: Wiley
John Wiley & Sons
Maße: 235 x 191 x 26 mm
Von/Mit: Karl M Kapp
Erscheinungsdatum: 11.11.2013
Gewicht: 0,888 kg
Artikel-ID: 105921487
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