The gamification of learning and instruction : (Registro nro. 911824)
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Longitud fija campo de control | 03744nam a2200253ui 4500 |
001 - NÚMERO DE CONTROL | |
Número de control | ZaR2016001732 |
003 - IDENTIFICADOR DEL NÚMERO DE CONTROL | |
Identificador del número de control | OSt |
008 - CÓDIGOS DE INFORMACIÓN DE LONGITUD FIJA | |
Códigos de información de longitud fija | 160621s2012 us a f 001 0 eng d |
020 ## - NÚMERO INTERNACIONAL NORMALIZADO PARA LIBROS | |
Número Internacional Normalizado para Libros (ISBN) | 9781118096345 |
040 ## - FUENTE DE LA CATALOGACIÓN | |
Centro catalogador | UCA-ESI |
Centro transcriptor | UCA |
100 1# - PUNTO DE ACCESO PRINCIPAL-NOMBRE DE PERSONA | |
Nombre de persona | Kapp, Karl M. |
245 14 - MENCIÓN DE TÍTULO | |
Título | The gamification of learning and instruction : |
Resto del título | game-based methods and strategies for training and education / |
Mención de responsabilidad, etc. | Karl M. Kapp |
260 ## - PUBLICACIÓN, DISTRIBUCIÓN, ETC. (PIE DE IMPRENTA) | |
Lugar de publicación, distribución, etc. | San Francisco : |
Nombre del editor, distribuidor, etc. | Pfeiffer, |
Fecha de publicación, distribución, etc. | 2012 |
300 ## - DESCRIPCIÓN FÍSICA | |
Extensión | XXXIII, 302 p. : |
Otras características físicas | il.; |
Dimensiones | 25 cm. |
504 ## - NOTA DE BIBLIOGRAFÍA, ETC | |
Nota de bibliografía, etc. | Bibliografía |
520 ## - NOTA DE SUMARIO | |
Sumario, etc, | 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 anddiscusses how gamification techniques can be used in a variety of settings toimprove 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.INDICE: List of Figures and TablesForeword by Kevin KrusePrefaceAcknowledgmentsAbout the AuthorContributorsChapter One: What Is Gamification?Chapter QuestionsIntroductionGamification in ActionWhat Is a Game?What Is Gamification?What Gamification Is NotGamification Versus Serious GamesGrowth of GamificationWho Is Using GamificationImplications and Importance to the Future of LearningKey TakeawaysChapter Two: It's in the Game: Understanding Game ElementsChapter QuestionsIntroductionAbstractions of Concepts and RealityGoalsRulesConflict, Competition, or CooperationTimeReward StructuresFeedbackLevelsStorytellingCurveof InterestAestheticsReplay or Do OverImplications and Importance to the Future of LearningKey TakeawaysChapter Three: Theories Behind Gamification of Learning and InstructionChapter QuestionsIntroductionMotivationDistributed PracticeScaffoldingEpisodic MemoryCognitive ApprenticeshipSocial Learning TheoryFlowKey TakeawaysChapter Four: Research Says . . . Games Are Effective for LearningChapter QuestionsIntroductionGame ResearchRandel's Meta-AnalysisWolfe's Meta-AnalysisHay's Meta-AnalysisVogel's Meta-AnalysisKe's Qualitative Meta-AnalysisStizman's Meta-AnalysisElements of GamesKey TakeawaysChapter Five: Leveling Up:What Gamification Can DoChapter QuestionsIntroductionImproving Surgeon Hand-Eye CoordinationSolving ProblemsTeaching Higher Order SkillsThinking the UnthinkableThinking Like Your OpponentEngaging Learners in a Live ClassroomHelping People Lose WeightMaking Physical Therapy More EnjoyableInfluencing Pro-Social BehaviorTesting Knowledge and PerformanceGood for Young and OldKey TakeawaysChapter Six: Achiever or Killer? Player Types and Game PatternsChapter QuestionsIntroductionTypes of PlayPlayer Skill LevelsBartle's Player TypesCaillois' Pattern of PlayGame InteractionsKey TakeawaysChapter Seven: Applying Gamificationto Problem SolvingChapter QuestionsIntroductionDifferences Between Novices and ExpertsTurning Novices into ExpertsPreparing Fire FightersGamification of Problem SolvingKey TakeawaysChapter Eight: Applying Gamification to Learning DomainsChapter QuestionsIntroductionDeclarative KnowledgeConcep |
650 04 - PUNTO DE ACCESO ADICIONAL DE MATERIA - TÉRMINO DE MATERIA | |
Término de materia o nombre geográfico como elemento inicial | Juegos educativos |
9 (RLIN) | 7532 |
650 04 - PUNTO DE ACCESO ADICIONAL DE MATERIA - TÉRMINO DE MATERIA | |
Término de materia o nombre geográfico como elemento inicial | Aprendizaje |
9 (RLIN) | 10680 |
909 ## - No. registro Millennium | |
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942 ## - ENTRADA DE ELEMENTOS AGREGADOS (KOHA) | |
Suprimir del OPAC | No |
Temas Koha (prestados), todas las copias | 6 |
998 ## - CONTROL LOCAL DE INFORMACIÓN (RLIN) | |
Iniciales de operador, IOP (RLIN) | 0 |
Iniciales de catalogador, INC (RLIN) | 160627 |
Primera fecha, PF (RLIN) | m |
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907 ## - CÓDIGO DE CATALOGADOR | |
Catalogador/a | 84zar |
907 ## - CÓDIGO DE CATALOGADOR | |
Catalogador/a | mld |
Biblioteca, fecha | crsp160627 |
Retirado | Motivo Retirado | No para préstamo | Localización permanente | Fecha adquisición | Tipo de adquisición | Préstamos totales | Renovaciones totales | Signatura completa | Código de barras | Fecha última consulta | Fecha último préstamo | Préstamo | Tipo de ítem |
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03. BIBLIOTECA INGENIERÍA PUERTO REAL | 29/10/2016 | Compra | 7 | 9 | 371.382/KAP/gam | 3744292311 | 08/05/2024 | 11/07/2018 | PREST. LIBROS | Monografías |