• Produktbild: The Gamification of Learning and Instruction
  • Produktbild: The Gamification of Learning and Instruction

The Gamification of Learning and Instruction Game-based Methods and Strategies for Training and Education

89,99 €

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Beschreibung

Produktdetails

ISBN

978-1-118-09634-5

Auflage

1. Auflage

Erscheinungsdatum

15.05.2012

Einband

Gebundene Ausgabe

Verlag

John Wiley & Sons

Seitenzahl

336

Maße (L/B/H)

24,1/19,6/2,3 cm

Gewicht

828 g

Sprache

Englisch

Beschreibung

Produktdetails

ISBN

978-1-118-09634-5

Auflage

1. Auflage

Erscheinungsdatum

15.05.2012

Einband

Gebundene Ausgabe

Verlag

John Wiley & Sons

Seitenzahl

336

Maße (L/B/H)

24,1/19,6/2,3 cm

Gewicht

828 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
  • Produktbild: The Gamification of Learning and Instruction
  • List of Figures and Tables xii

    Contents on the Web xv

    Foreword by Kevin Kruse xvii

    Preface xxi

    Acknowledgments xxvii

    About the Author xxix

    Contributors xxxi

    Chapter 1 What Is Gamification? 1

    Chapter Questions 1

    Introduction 2

    Gamification in Action 2

    What Is a Game? 6

    What Is Gamification? 9

    What Gamification Is Not 12

    Gamification Versus Serious Games 15

    Growth of Gamification 18

    Who Is Using Gamification 19

    Implications and Importance to the Future of Learning 22

    Key Takeaways 23

    Chapter 2 It's in the Game: Understanding Game Elements 25

    Chapter Questions 25

    Introduction 26

    Abstractions of Concepts and Reality 26

    Goals 28

    Rules 29

    Conflict, Competition, or Cooperation 31

    Time 32

    Reward Structures 33

    Feedback 35

    Levels 37

    Storytelling 41

    Curve of Interest 45

    Aesthetics 46

    Replay or Do Over 48

    Implications and Importance to the Future of Learning 49

    Key Takeaways 50

    Chapter 3 Theories Behind Gamification of Learning and Instruction 51

    Chapter Questions 51

    Introduction 51

    Motivation 52

    The Taxonomy of Intrinsic Motivation 58

    Self-Determination Theory 63

    Distributed Practice 65

    Scaffolding 66

    Episodic Memory 67

    Cognitive Apprenticeship 69

    Social Learning Theory 70

    Flow 71

    Key Takeaways 74

    Chapter 4 Research Says Games Are Effective for Learning 75

    Chapter Questions 75

    Introduction 76

    Game Research 76

    Randel's Meta-Analysis 77

    Wolfe's Meta-Analysis 80

    Hays' Meta-Analysis 80

    Vogel's Meta-Analysis 82

    Ke's Qualitative Meta-Analysis 83

    Sitzmann's Meta-Analysis 85

    Elements of Games 88

    Key Takeaways 101

    Chapter 5 Leveling Up: What Gamification Can Do 105

    Chapter Questions 105

    Introduction 106

    Improving Surgeon Hand-Eye Coordination 106

    Solving Problems 108

    Teaching Higher Order Skills 110

    Thinking the Unthinkable 112

    Thinking Like Your Opponent 113

    Engaging Learners in a Live Classroom 115

    Helping People Lose Weight 116

    Making Physical Therapy More Enjoyable 119

    Influencing Pro-Social Behavior 119

    Testing Knowledge and Performance 123

    Good for Young and Old 125

    Key Takeaways 126

    Chapter 6 Achiever or Killer? Player Types and Game Patterns 127

    Chapter Questions 127

    Introduction 128

    Types of Play 128

    Player Skill Levels 131

    Bartle's Player Types 132

    Caillois' Patterns of Play 137

    Game Interactions 141

    Key Takeaways 142

    Chapter 7 Applying Gamification to Problem Solving 143

    Chapter Questions 143

    Introduction 144

    Differences Between Novices and Experts 145

    Turning Novices into Experts 147

    Preparing Firefighters 158

    Gamification of Problem Solving 161

    Key Takeaways 164

    Chapter 8 Applying Gamifi cation to Learning Domains 165

    Chapter Questions 165

    Introduction 166

    Declarative Knowledge 167

    Conceptual Knowledge 171

    Rules-Based Knowledge 177

    Procedural Knowledge 181

    Soft Skills 185

    Affective Domain 185

    Psychomotor Domain 187

    Key Takeaways 190

    Chapter 9 Managing the Gamifi cation Design Process 193

    Chapter Questions 193

    Introduction 194

    Development Process: ADDIE vs. Scrum 195

    Team 202

    Design Document 205

    Paper Prototyping 216

    Key Takeaways 217

    Chapter 10 Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair 219

    Chapter Questions 219

    Introduction 220

    Measurement vs. Completion Achievements 220

    Boring vs. Interesting Tasks 222

    Achievement Difficulty 223

    Goal Orientation 224

    Expected vs. Unexpected Achievements 225

    When Achievement Notification Occurs 227

    Achievement Permanence 228

    Who Can See Earned Achievements? 229

    Negative Achievements 230

    Achievements as Currency 231

    Incremental and Meta Achievements 232

    Competitive Achievements 233

    Non-Competitive Cooperative Achievements 235

    Key Takeaways 236

    Chapter 11 Perspective of a Gamer, by Nathan Kapp 239

    Chapter Questions 239

    Introduction 240

    Gamer Generation 240

    Mario Kart: Thinking Outside the Box 240

    Madden Football: Analyzing Problems 241

    RuneScape: The Art of the Deal 243

    Civilization Revolution: Balancing Resources 244

    Games vs. School 245

    Key Takeaways 246

    Chapter 12 Casual Game Site: DAU Case Study, by Alicia Sanchez 247

    Chapter Questions 247

    Introduction 248

    Games and Simulations in the Curriculum 248

    DAU Casual Games Initiative 249

    Games Portal 254

    Key Takeaways 255

    Chapter 13 Alternate Reality Games for Corporate Learning, by Koreen Olbrish 257

    Chapter Questions 257

    Introduction 258

    Zombie Apocalypse 258

    What Is an ARG? 259

    ARG Terminology 260

    Design Principles for ARGs 261

    Potential of ARGs 263

    Key Takeaways 264

    Chapter 14 If You Want to Learn More, Play Games 265

    Chapter Questions 265

    Introduction 266

    Pick a Card, Any Card-A Game of Phones 266

    Survival Master 271

    The Virtue of Gamification 274

    Next Steps 275

    Key Takeaways 276

    Glossary 277

    Notes 285

    Index 297