The gamification of learning and instruction : game-based methods and strategies for training and education / Karl M. Kapp

Por: Kapp, Karl MTipo de material: TextoTextoDetalles de publicación: San Francisco : Pfeiffer, 2012 Descripción: XXXIII, 302 p. : il.; 25 cmISBN: 9781118096345Tema(s): Juegos educativos | AprendizajeResumen: 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
Etiquetas de esta biblioteca: No hay etiquetas de esta biblioteca para este título. Inicie sesión para agregar etiquetas.
Valoración
    Valoración media: 0.0 (0 votos)
Existencias
Tipo de ítem Biblioteca de origen Signatura URL Estado Fecha de vencimiento Código de barras Reserva de ítems
Monografías 03. BIBLIOTECA INGENIERÍA PUERTO REAL
371.382/KAP/gam (Navegar estantería(Abre debajo)) Texto completo Disponible   Ubicación en estantería | Bibliomaps® 3744292311
Total de reservas: 0

Bibliografía

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

No hay comentarios en este titulo.

para aportar su opinión.

Con tecnología Koha