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Main Entry - Personal Name
Title Statement The gamification of learning and instruction : game-based methods and strategies for training and education
Publication, Distribution, etc. (Imprint) Pfeiffer, San Francisco : 2012.
Dewey Decimal Classification Number
SAB Classification Code
Physical Description xxxiii, 302 pages : illustrations ; 25 cm.
Bibliography, etc. Note Includes bibliographical references and index.
Summary, etc "Learning professionals are finding success applying game-based sensibilities to the development of instruction . This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instruction al design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--
Subject - Topical Term
Additional Physical Form Entry Även utgiven elektroniskt : The gamification of learning and instruction : game-based methods and strategies for training and education ISBN 9781118192009
ISBN 978-1-118-09634-5 1-118-09634-7
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"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 engagement--the 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 p. xii Contents on the Web p. xv Foreword p. xvii Preface p. xxi Acknowledgments p. xxvii About the author p. xxix Contributors p. xxxi What Is Gamification? p. 1 Chapter Questions p. 1 Introduction p. 2 Gamification in Action p. 2 What Is a Game? p. 6 What Is Gamification? p. 9 What Gamification Is Not p. 12 Gamification Versus Serious Games p. 15 Growth of Gamification p. 18 Who Is Using Gamification p. 19 Implications and Importance to the Future of Learning p. 22 Key Takeaways p. 23 ItÆs in the Game: Understanding Game Elements p. 25 Chapter Questions p. 25 Introduction p. 26 Abstractions of Concepts and Reality p. 26 Goals p. 28 Rules p. 29 Conflict, Competition, or Cooperation p. 31 Time p. 32 Reward Structures p. 33 Feedback p. 35 Levels p. 37 Storytelling p. 41 Curve of Interest p. 45 Aesthetics p. 46 Replay or Do Over p. 48 Implications and Importance to the Future of Learning p. 49 Key Takeaways p. 50 Theories Behind Gamification of Learning and Instruction p. 51 Chapter Questions p. 51 Introduction p. 51 Motivation p. 52 The Taxonomy of Intrinsic Motivation p. 58 Self-Determination Theory p. 63 Distributed Practice p. 65 Scaffolding p. 66 Episodic Memory p. 67 Cognitive Apprenticeship p. 69 Social Learning Theory p. 70 Flow p. 71 Key Takeaways p. 74 Research Says à Games Are Effective for Learning p. 75