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The gamification of learning and instruction fieldbook [electronic resource] : ideas into practice / Karl M. Kapp, Lucas Blair, Rich Mesch.

By: Contributor(s): Material type: TextTextPublication details: San Francisco, CA : Wiley, [2014]Description: 1 online resource (xxxviii, 440 pages) : illustrations (black and white) Carrier type:
ISBN:
  • 9781118677247 (ebook) :
  • 1118677803
  • 9781118677247
  • 1118677242
  • 9781118677803
Subject(s): Additional physical formats: Print version :: No titleDDC classification:
  • 371.337 KAP 23
LOC classification:
  • LB1029.G3
Contents:
1.How to read and use this fieldbook Section 1: Getting started 2.Why games, gamification, and simulations for learning? 3.Game, gamification, or simulation: which is best, when, why? 4.Critical questions for creating an interactive learning event 5.Foundational elements 6.The importance of narrative/context/story 7.Making the case 8.Managing the process. By Jim Kiggens Section III: Design considerations 9.Where to find ideas 10.Games 11.Gamification 12.Simulations Section IV: Development 13.Technology tools 14.Storyboarding. By Kevin Thorn 15.The knowledge guru. By Sharon Boller 16.A board game: MPE 319. By Robert Bell 17.Mobile gamification: mobile cricket U 18.Serious game: learning to negotiate. By Bryan Austin 19.Structural gamification for on-boarding employees. By Mohit Garg 20.Medical simulation. By Kevin R. Glover 21.Financial game-based learning. By Andrew Hughes 22.Sales training game: an Avaya case. By Anders Gronstedt
Summary: 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 book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.

Includes bibliographical references and index.

1.How to read and use this fieldbook Section 1: Getting started 2.Why games, gamification, and simulations for learning? 3.Game, gamification, or simulation: which is best, when, why? 4.Critical questions for creating an interactive learning event 5.Foundational elements 6.The importance of narrative/context/story 7.Making the case 8.Managing the process. By Jim Kiggens Section III: Design considerations 9.Where to find ideas 10.Games 11.Gamification 12.Simulations Section IV: Development 13.Technology tools 14.Storyboarding. By Kevin Thorn 15.The knowledge guru. By Sharon Boller 16.A board game: MPE 319. By Robert Bell 17.Mobile gamification: mobile cricket U 18.Serious game: learning to negotiate. By Bryan Austin 19.Structural gamification for on-boarding employees. By Mohit Garg 20.Medical simulation. By Kevin R. Glover 21.Financial game-based learning. By Andrew Hughes 22.Sales training game: an Avaya case. By Anders Gronstedt

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 book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.

Description based on print version record.

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