The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
- 5h 13m
- Karl M. Kapp
- John Wiley & Sons (US)
- 2012
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 instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face.
About the Author
Karl M. Kapp, Ed.D., CFPIM, CIRM, is a scholar, writer and expert on the convergence of learning, technology and business operations. His background teaching e-learning classes, knowledge of adult learning theory, and experience training CEOs and front line staff provides him with a unique perspective on organizational learning. His experience with technology companies and high-tech initiatives provides him with insights into the future of technology and learning. He shares those insights and perspectives with students, clients and others through writing, consulting and coaching in the field of organizational learning.
His insights and perspectives are shared in his third book, Gadgets, Games and Gizmos for Learning: Tools for Transferring Know-How from the Boomers to the Gamers published by Pfeiffer, an imprint of Wiley. The book describes the learning methods necessary to transfer knowledge from the boomer generation to the upcoming gamers using tools such as gadgets, games and gizmos.
In this Book
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The Gamification of Learning and Instruction—Game-Based Methods and Strategies for Training and Education
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Foreword
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Preface
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What Is Gamification?
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It’s in the Game: Understanding Game Elements
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Theories Behind Gamification of Learning and Instruction
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Research Says . . . Games Are Effective for Learning
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Leveling Up: What Gamification Can Do
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Achiever or Killer? Player Types and Game Patterns
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Applying Gamification to Problem Solving
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Applying Gamification to Learning Domains
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Managing the Gamification Design Process
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Congratulations! Selecting the Right In-Game Achievements
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Perspective of a Gamer
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Casual Games Site—DAU Case Study
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Alternate Reality Games for Corporate Learning
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If You Want to Learn More, Play Games
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Glossary
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Notes