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Produktbild: The Gamification of Learning and Instruction Field book - Ideas into Practice

The Gamification of Learning and Instruction Field book - Ideas into Practice Ideas into Practice

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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....

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.

Produktdetails

ISBN

978-1-118-67443-7

Auflage

1. Auflage

Erscheinungsdatum

11.11.2013

Einband

Taschenbuch

Produktdetails

ISBN

978-1-118-67443-7

Auflage

1. Auflage

Erscheinungsdatum

11.11.2013

Einband

Taschenbuch

Verlag John Wiley & Sons
Seitenzahl

480

Maße (L/B/H)

23,5/19,1/2,6 cm

Gewicht

888 g

Sprache

Englisch

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: The Gamification of Learning and Instruction Field book - Ideas into Practice
  • 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 F