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    The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (Paperback) By (author) Karl M. Kapp

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    DescriptionFollowing 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 Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.


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  • Full bibliographic data for The Gamification of Learning and Instruction Fieldbook

    Title
    The Gamification of Learning and Instruction Fieldbook
    Subtitle
    Ideas into Practice
    Authors and contributors
    By (author) Karl M. Kapp
    Physical properties
    Format: Paperback
    Number of pages: 480
    Width: 178 mm
    Height: 224 mm
    Thickness: 25 mm
    Weight: 748 g
    Language
    English
    ISBN
    ISBN 13: 9781118674437
    ISBN 10: 111867443X
    Classifications

    Warengruppen-Systematik des deutschen Buchhandels: 27850
    BIC E4L: BUS
    B&T Book Type: NF
    Nielsen BookScan Product Class 3: S4.2
    B&T Merchandise Category: TXT
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Subject Development: 20
    BIC subject category V2: KJMV2
    LC subject heading:
    B&T General Subject: 180
    B&T Modifier: Subject Development: 23
    BIC subject category V2: JNV
    Ingram Subject Code: BE
    Libri: I-BE
    B&T Modifier: Academic Level: 03
    B&T Modifier: Text Format: 01
    LC subject heading:
    BISAC V2.8: EDU001000
    LC subject heading: , , ,
    BISAC V2.8: BUS030000
    DC22: 371.337, 371.33/7
    LC subject heading:
    DC23: 658.312404
    LC classification: LB1029.G3 K363 2014
    Ingram Theme: INDS/EDCSTD
    Thema V1.0: JNV, KJMV2
    Edition statement
    New ed.
    Publisher
    John Wiley & Sons Inc
    Imprint name
    John Wiley & Sons Inc
    Publication date
    03 January 2014
    Publication City/Country
    New York
    Author Information
    Karl M. Kapp is a professor of Instructional Technology in Bloomsburg University's Department of Instructional Technology in Bloomsburg, Pennsylvania and the assistant director of Bloomsburg University's acclaimed Institute for Interactive Technologies. He has authored or co-authored five books on the convergence of learning and technology, The Gamification of Learning and Instruction, Integrated Learning for ERP Success, Winning e-Learning Proposals, Gadgets, Games and Gizmos for Learning and Learning in 3D . Follow Karl on his widely-read "Kapp Notes" blog. http://karlkapp.com/kapp-notes Lucas Blair is a game designer and educator. He founded Little Bird Games, a serious game development company, in 2011 after receiving his PhD in Modeling and Simulation from the University of Central Florida. Rich Mesch is the Senior Director of Customer Engagement at Performance Development Group of Malvern, PA. He has been working in the field of experiential and contextualized learning for over 25 years with dozens of top global organizations.
    Back cover copy
    Keeping participants engaged is the cornerstone of any positive learning experience and it's no secret that games create engagement. As digital games and game-based interfaces continue to grow in popularity, it is essential that learning professionals incorporate gamification as part of their skill base."The Gamification of Learning and Instruction Fieldbook" offers professionals a step-by-step guide for implementing the concepts and techniques outlined in Karl M. Kapp's bestselling book "The Gamification of Learning and Instruction." This down-to-earth resource is filled with illustrative examples, tips, tricks-of-the-trade, and worksheets that are designed to give learning professionals a hands-on way to put Kapp's winning ideas into practice.Each chapter in the fieldbook contains information, activities, and ideas for creating your own immer- sive learning event, illustrative case studies, provocative questions to stimulate discussion, worksheets for designing an immersive learning experience, and a summary for review.
    Table of contents
    Website Contents xvi Figures, Tables, and Exhibits xvii Foreword xxv About the Authors xxix About the Contributors xxxiii Chapter 1 How to Read and Use This Fieldbook 1 SECTION I: Getting Started Chapter 2 Why Games, Gamification, and Simulations for Learning? 13 Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why? 35 Chapter 4 Critical Questions for Creating an Interactive Learning Event 67 SECTION II: Basic Elements Chapter 5 Foundational Elements 89 Chapter 6 The Importance of Narrative/Context/Story 103 Chapter 7 Making the Case 117 Chapter 8 Managing the Process 141 By Jim Kiggens Chapter Questions 141 SECTION III: Design Considerations Chapter 9 Where Do Find Ideas 179 Chapter 10 Games 199 Chapter 11 Gamification 219 Chapter 12 Simulations 249 SECTION IV: Development Chapter 13 Technology Tools 273 By Helmut Doll Chapter 14 Storyboarding 287 By Kevin Thorn SECTION V: Case Studies Chapter 15 The Knowledge Guru 305 By Sharon Boller Chapter 16 A Board Game: MPE 319 By Robert Bell Chapter 17 Mobile Gamification: Mobile Cricket U 333 By Robert Gadd Chapter 18 Serious Game: Learning to Negotiate 347 By Bryan Austin Chapter 19 Structural Gamification for On-Boarding Employees 359 By Mohit Garg Chapter 20 Medical Simulation 371 By Kevin R. Glover Chapter 21 Financial Game-Based Learning 391 By Andrew Hughes Chapter 22 Sales Training Game: An Avaya Case 399 By Anders Gronstedt Background 399 Glossary 405 Notes 417 Index 423 About ASTD 441