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

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

  • Author:
  • Publisher: Pfeiffer
  • ISBN: 9781118096345
  • Published In: April 2012
  • Format: Hardback , 336 pages
  • Jurisdiction: International ? Disclaimer:
    Countri(es) stated herein are used as reference only
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Praise for The Gamification of Learning and Instruction

"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." —Anders Gronstedt, president, Gronstedt Group

"After reading this book, you'll never be able to design boring learning again." —Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog

"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." —Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning

"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." —Rich Mesch, experiential learning guru, Performance Development Group

List of Figures and Tables

Foreword by Kevin Kruse

Preface

Acknowledgments

About the Author

Contributors

Chapter One: What Is Gamification?

Chapter Questions

Introduction

Gamification in Action

What Is a Game?

What Is Gamification?

What Gamification Is Not

Gamification Versus Serious Games

Growth of Gamification

Who Is Using Gamification

Implications and Importance to the Future of Learning

Key Takeaways

Chapter Two: It's in the Game: Understanding Game Elements

Chapter Questions

Introduction

Abstractions of Concepts and Reality

Goals

Rules

Conflict, Competition, or Cooperation

Time

Reward Structures

Feedback

Levels

Storytelling

Curve of Interest

Aesthetics

Replay or Do Over

Implications and Importance to the Future of Learning

Key Takeaways

Chapter Three: Theories Behind Gamification of Learning and Instruction

Chapter Questions

Introduction

Motivation

Distributed Practice

Scaffolding

Episodic Memory

Cognitive Apprenticeship

Social Learning Theory

Flow

Key Takeaways

Chapter Four: Research Says . . . Games Are Effective for Learning

Chapter Questions

Introduction

Game Research

Randel's Meta-Analysis

Wolfe's Meta-Analysis

Hay's Meta-Analysis

Vogel's Meta-Analysis

Ke's Qualitative Meta-Analysis

Stizman's Meta-Analysis

Elements of Games

Key Takeaways

Chapter Five: Leveling Up: What Gamification Can Do

Chapter Questions

Introduction

Improving Surgeon Hand-Eye Coordination

Solving Problems

Teaching Higher Order Skills

Thinking the Unthinkable

Thinking Like Your Opponent

Engaging Learners in a Live Classroom

Helping People Lose Weight

Making Physical Therapy More Enjoyable

Influencing Pro-Social Behavior

Testing Knowledge and Performance

Good for Young and Old

Key Takeaways

Chapter Six: Achiever or Killer? Player Types and Game Patterns

Chapter Questions

Introduction

Types of Play

Player Skill Levels

Bartle's Player Types

Caillois' Pattern of Play

Game Interactions

Key Takeaways

Chapter Seven: Applying Gamification to Problem Solving

Chapter Questions

Introduction

Differences Between Novices and Experts

Turning Novices into Experts

Preparing Fire Fighters

Gamification of Problem Solving

Key Takeaways

Chapter Eight: Applying Gamification to Learning Domains

Chapter Questions

Introduction

Declarative Knowledge

Conceptual Knowledge

Rules-Based Knowledge

Procedural Knowledge

Soft Skills

Affective Domain

Psychomotor Domain

Key Takeaways

Chapter Nine: Managing the Gamification Design Process

Chapter Questions

Introduction

Development Process: ADDIE vs. Scrum

Team

Design Document

Paper Prototyping

Key Takeaways

Chapter Ten: Congratulations! Selecting the Right In-Game Achievements (Lucas Blair)

Chapter Questions

Introduction

Measurement vs. Completion Achievements

Boring vs. Interesting Tasks

Achievement Difficulty

Goal Orientation

Expected vs. Unexpected Achievements

When Achievement Notification Occurs

Achievement Permanence

Who Can See Earned Achievements?

Negative Achievements

Achievements as Currency

Incremental and Meta Achievements

Competitive Achievements

Non-Competitive Cooperative Achievements

Key Takeaways

Chapter Eleven: Perspective of a Gamer (Nathan Kapp)

Chapter Questions

Introduction

Gamer Generation

Mario Kart: Thinking Outside the Box

Madden Football: Analyzing Problems

RuneScape: The Art of the Deal

Civilization Revolution: Balancing Resources

Games vs. School

Key Takeaways

Chapter Twelve: Casual Game Site: DAU Case Study (Alicia Sanchez)

Chapter Questions

Introduction

Games and Simulations in the Curriculum

DAU Casual Games Initiative

Games Portal

Key Takeaways

Chapter Thirteen: Alternate Reality Games for Corporate Learning (Koreen Olbrish)

Chapter Questions

Introduction

Zombie Apocalypse

What Is an ARG?

ARG Terminology

Design Principles for ARGs

Potential of ARGs

Key Takeaways

Chapter Fourteen: The Future of the Gamification of Learning and Instruction

Chapter Questions

Introduction

Pick a Card, Any Card—A Game of Phones

Survival Master

The Virtue of Gamification

Next Steps

Key Takeaways

Glossary

Notes

Index

Karl M. Kapp is a professor of Instructional Technology in Bloomsburg University's Department of Instructional Technology in Bloomsburg, Pennsylvania and the assistant director of Bloomsburg University's acclaimed Institute for Interactive Technologies. He has authored or co-authored four books on the convergence of learning and technology, Integrated Learning for ERP Success, Winning e-Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D.

Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

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