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