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The gamification of learning and instruction : game-based methods and strategies for training and education  Cover Image Book Book

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

Summary:

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 and discusses how gamification techniques can be used in a variety of settings to improve 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.

Record details

  • ISBN: 9781118096345 (cloth)
  • ISBN: 1118096347 (cloth)
  • Physical Description: xxxiii, 302 pages : illustrations ; 25 cm
  • Publisher: San Francisco, CA : Pfeiffer, 2012.

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references (pages 285-295) and index.
Formatted Contents Note:
What is gamification? -- It's in the game : Understanding game elements -- Theories behind gamification of learning and instruction -- Research says ... games are effective for learning -- Leveling up : What gamification can do -- Achiever or killer? Player types and game patterns -- Applying gamification to problem solving -- Applying gamification to learning domains -- Managing the gamification design process -- Congratulations! Selecting the right in-game achievements, by Lucas Blair -- Perspective of a gamer, by Nathan Kapp -- Casual game site : DAU case study, by Alicia Sanchez -- Alternate reality games for corporate leaning, by Koreen Olbrish -- If you want to learn more, play games.
Subject: Educational games.
Simulation games in education.
Computer-assisted instruction.

Available copies

  • 2 of 2 copies available at Sage Library System. (Show)
  • 1 of 1 copy available at Blue Mountain Community College. (Show)
  • 1 of 1 copy available at Blue Mountain Community College Library.

Holds

  • 0 current holds with 2 total copies.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Circulation Modifier Status Due Date Courses
Blue Mountain Community College Library 371.334 K14g (Text) 35410000157818 Main Collection Available -

LDR 02901cam a2200373 i 4500
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020 . ‡a9781118096345 (cloth)
020 . ‡a1118096347 (cloth)
035 . ‡a(OCoLC)758394211
040 . ‡aDLC ‡beng ‡erda ‡cDLC ‡dBTCTA ‡dBDX ‡dYDXCP ‡dBWX ‡dOCLCO ‡dIXA ‡dCDX ‡dKMS ‡dTTU ‡dOCLCQ ‡dGZS ‡dGHZ ‡dUtOrBLW
042 . ‡apcc
05000. ‡aLB1029.G3 ‡bK364 2012
08200. ‡a371.33/4 ‡223
084 . ‡aBUS030000 ‡2bisacsh
1001 . ‡aKapp, Karl M., ‡d1967- ‡0(SAGE)1552777
24514. ‡aThe gamification of learning and instruction : ‡bgame-based methods and strategies for training and education / ‡cKarl M. Kapp.
264 1. ‡aSan Francisco, CA : ‡bPfeiffer, ‡c2012.
300 . ‡axxxiii, 302 pages : ‡billustrations ; ‡c25 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
520 . ‡aLearning 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 and discusses how gamification techniques can be used in a variety of settings to improve 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.
504 . ‡aIncludes bibliographical references (pages 285-295) and index.
50500. ‡tWhat is gamification? -- ‡tIt's in the game : Understanding game elements -- ‡tTheories behind gamification of learning and instruction -- ‡tResearch says ... games are effective for learning -- ‡tLeveling up : What gamification can do -- ‡tAchiever or killer? Player types and game patterns -- ‡tApplying gamification to problem solving -- ‡tApplying gamification to learning domains -- ‡tManaging the gamification design process -- ‡tCongratulations! Selecting the right in-game achievements, ‡gby ‡rLucas Blair -- ‡tPerspective of a gamer, ‡gby ‡rNathan Kapp -- ‡tCasual game site : DAU case study, ‡gby ‡rAlicia Sanchez -- ‡tAlternate reality games for corporate leaning, ‡gby ‡rKoreen Olbrish -- ‡tIf you want to learn more, play games.
650 0. ‡aEducational games. ‡0(SAGE)1446291
650 0. ‡aSimulation games in education. ‡0(SAGE)1473550
650 0. ‡aComputer-assisted instruction. ‡0(SAGE)1441291
997 . ‡aRDA ENRICHED
999 . ‡eBook
905 . ‡uadmin
901 . ‡aocn758394211 ‡bOCoLC ‡c1306114 ‡tbiblio ‡sSystem Local

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