The gamification of learning and instruction fieldbook : ideas into practice için kapak resmi
The gamification of learning and instruction fieldbook : ideas into practice
Başlık:
The gamification of learning and instruction fieldbook : ideas into practice
ISBN:
9781118674437
Yayım Bilgisi:
San Francisco, CA : Wiley , 2014
Fiziksel Açıklamalar:
xxxviii, 441 s. : fotoğ., res., tbl. ; 24 cm.
Genel Not:
Kaynakça var.

Cover; Contents; Title; Copyright; Dedication; Website Contents; Figures, Tables, and Exhibits; Foreword; About the Authors; About the Contributors; Chapter 1: How to Read and Use This Fieldbook; Introduction; Key Definition; Why This Book?; What's Coming in This Book; The Best Way to Read This Book; Continuing the Discussion; Section I: Getting Started; Chapter 2: Why Games, Gamification, and Simulations for Learning?; Chapter Questions; Introduction; Wrong Reasons; Right Reasons; Questions to Ponder; Ensuring Success; Key Takeaways. Chapter 3: Game, Gamification, or Simulation: Which Is Best, When, Why?Chapter Questions; Introduction; Games; Gamification; Simulations; Selecting the Right ILE; Key Takeaways; Chapter 4: Critical Questions for Creating an Interactive Learning Event; Chapter Questions; Introduction; Foundational Questions; Practical Questions; Scoring and Assessment Questions; Game Play Questions; Key Takeaways; Section II: Basic Elements; Chapter 5: Foundational Elements; Chapter Questions; Introduction; Feedback; Constructs; Challenge; Story; Key Takeaways. Chapter 6: The Importance of Narrative/Context/StoryChapter Questions; Introduction; Overview of Storytelling; Elements of Storytelling; How Is Storytelling Different in ILEs?; The Goal-Based Scenario; The Role of Reality; The Predictable Unexpected; Architecting Your Story; Key Takeaways; Chapter 7: Making the Case; Chapter Questions; Introduction; Research-Based Justification; Return on Investment Justification; 1. Identify the Need; 2. Determine Sponsor's Goals; 3. Decide How to Measure; 4. Dollarize the Measurements; 5. Conduct a Baseline Assessment. 6. Implement and Deliver the Game, Gamification, or Simulation7. Gather Post-Learning Data and Data from the Control Group; 8. Determine the Return; Stealth Justification; Key Takeaways; Chapter 8: Managing the Process; Chapter Questions; Introduction; The Process Required to Produce an Educational Game; Tips for a First-Time Producer; Key Takeaways; Section III: Design Considerations; Chapter 9: Where to Find Ideas; Chapter Questions; Introduction; Play Games; Brainstorming Techniques; Shazam Session; Sharing Output; Key Takeaways; Chapter 10: Games; Chapter Questions; Introduction. Designing a Game From Start to FinishWireframing; One-Page Design; Paper Prototyping; Storyboards; Design Document; Key Takeaways; Chapter 11: Gamification; Chapter Questions; Introduction; Controversial Nature of Gamification; Structural Gamification; Avoid Learners Gaming the System; Content Gamification; Key Takeaways; Chapter 12: Simulations; Chapter Questions; Introduction; Why Simulations Are Valuable for Learning; Designing a Simulation; The Illusion of Complexity; Using Flowcharts; Storytelling for Simulations; Creating Decisions for Simulations; Creating Simulation Feedback.

"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."
İçindekiler:
Cover; Contents; Title; Copyright; Dedication; Website Contents; Figures, Tables, and Exhibits; Foreword; About the Authors; About the Contributors; Chapter 1: How to Read and Use This Fieldbook; Introduction; Key Definition; Why This Book?; What's Coming in This Book; The Best Way to Read This Book; Continuing the Discussion; Section I: Getting Started; Chapter 2: Why Games, Gamification, and Simulations for Learning?; Chapter Questions; Introduction; Wrong Reasons; Right Reasons; Questions to Ponder; Ensuring Success; Key Takeaways. Chapter 3: Game, Gamification, or Simulation: Which Is Best, When, Why?Chapter Questions; Introduction; Games; Gamification; Simulations; Selecting the Right ILE; Key Takeaways; Chapter 4: Critical Questions for Creating an Interactive Learning Event; Chapter Questions; Introduction; Foundational Questions; Practical Questions; Scoring and Assessment Questions; Game Play Questions; Key Takeaways; Section II: Basic Elements; Chapter 5: Foundational Elements; Chapter Questions; Introduction; Feedback; Constructs; Challenge; Story; Key Takeaways. Chapter 6: The Importance of Narrative/Context/StoryChapter Questions; Introduction; Overview of Storytelling; Elements of Storytelling; How Is Storytelling Different in ILEs?; The Goal-Based Scenario; The Role of Reality; The Predictable Unexpected; Architecting Your Story; Key Takeaways; Chapter 7: Making the Case; Chapter Questions; Introduction; Research-Based Justification; Return on Investment Justification; 1. Identify the Need; 2. Determine Sponsor's Goals; 3. Decide How to Measure; 4. Dollarize the Measurements; 5. Conduct a Baseline Assessment. 6. Implement and Deliver the Game, Gamification, or Simulation7. Gather Post-Learning Data and Data from the Control Group; 8. Determine the Return; Stealth Justification; Key Takeaways; Chapter 8: Managing the Process; Chapter Questions; Introduction; The Process Required to Produce an Educational Game; Tips for a First-Time Producer; Key Takeaways; Section III: Design Considerations; Chapter 9: Where to Find Ideas; Chapter Questions; Introduction; Play Games; Brainstorming Techniques; Shazam Session; Sharing Output; Key Takeaways; Chapter 10: Games; Chapter Questions; Introduction. Designing a Game From Start to FinishWireframing; One-Page Design; Paper Prototyping; Storyboards; Design Document; Key Takeaways; Chapter 11: Gamification; Chapter Questions; Introduction; Controversial Nature of Gamification; Structural Gamification; Avoid Learners Gaming the System; Content Gamification; Key Takeaways; Chapter 12: Simulations; Chapter Questions; Introduction; Why Simulations Are Valuable for Learning; Designing a Simulation; The Illusion of Complexity; Using Flowcharts; Storytelling for Simulations; Creating Decisions for Simulations; Creating Simulation Feedback.
Özet:
"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."