معرفی کتاب «The Gamification of Learning and Instruction : Game-based Methods and Strategies for Training and Education» نوشتهٔ Karl M. Kapp، منتشرشده توسط نشر Pfeiffer در سال 2012. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Praise for The Gamification of Learning and Instruction "Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group "After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog "Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning "What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education Contents List of Figures and Tables Contents on the Web Foreword Preface Acknowledgments About the Author Contributors Chapter 1: What Is Gamification? Chapter Questions Introduction Gamification in Action What Is a Game? What Is Gamification? What Gamification Is Not Gamification Versus Serious Games Growth of Gamification Who Is Using Gamification Implications and Importance to the Future of Learning Key Takeaways Chapter 2: It's in the Game: Understanding Game Elements Chapter Questions Introduction Abstractions of Concepts and Reality Goals Rules Conflict, Competition, or Cooperation Time Reward Structures Feedback Levels Storytelling Curve of Interest Aesthetics Replay or Do Over Implications and Importance to the Future of Learning Key Takeaways Chapter 3: Theories Behind Gamification of Learning and Instruction Chapter Questions Introduction Motivation The Taxonomy of Intrinsic Motivation Self-Determination Theory Distributed Practice Scaffolding Episodic Memory Cognitive Apprenticeship Social Learning Theory Flow Key Takeaways Chapter 4: Research Says . . . Games Are Effective for Learning Chapter Questions Introduction Game Research Randel's Meta-Analysis Wolfe's Meta-Analysis Hays' Meta-Analysis Vogel's Meta-Analysis Ke's Qualitative Meta-Analysis Sitzmann's Meta-Analysis Elements of Games Key Takeaways Chapter 5: Leveling Up: What Gamification Can Do Chapter Questions Introduction Improving Surgeon Hand-Eye Coordination Solving Problems Teaching Higher Order Skills Thinking the Unthinkable Thinking Like Your Opponent Engaging Learners in a Live Classroom Helping People Lose Weight Making Physical Therapy More Enjoyable Influencing Pro-Social Behavior Testing Knowledge and Performance Good for Young and Old Key Takeaways Chapter 6: Achiever or Killer? Player Types and Game Patterns Chapter Questions Introduction Types of Play Player Skill Levels Bartle's Player Types Caillois' Patterns of Play Game Interactions Key Takeaways Chapter 7: Applying Gamification to Problem Solving Chapter Questions Introduction Differences Between Novices and Experts Turning Novices into Experts Preparing Firefi ghters Gamification of Problem Solving Key Takeaways Chapter 8: Applying Gamification to Learning Domains Chapter Questions Introduction Declarative Knowledge Conceptual Knowledge Rules-Based Knowledge Procedural Knowledge Soft Skills Affective Domain Psychomotor Domain Key Takeaways Chapter 9: Managing the Gamification Design Process Chapter Questions Introduction Development Process: ADDIE vs. Scrum Team Design Document Paper Prototyping Key Takeaways Chapter 10: Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair Chapter Questions Introduction Measurement vs. Completion Achievements Boring vs. Interesting Tasks Achievement Difficulty Goal Orientation Expected vs. Unexpected Achievements When Achievement Notification Occurs Achievement Permanence Who Can See Earned Achievements? Negative Achievements Achievements as Currency Incremental and Meta Achievements Competitive Achievements Non-Competitive Cooperative Achievements Key Takeaways Chapter 11: Perspective of a Gamer, by Nathan Kapp Chapter Questions Introduction Gamer Generation Mario Kart: Thinking Outside the Box Madden Football: Analyzing Problems RuneScape: The Art of the Deal Civilization Revolution: Balancing Resources Games vs. School Key Takeaways Chapter 12: Casual Game Site: DAU Case Study, by Alicia Sanchez Chapter Questions Introduction Games and Simulations in the Curriculum DAU Casual Games Initiative Games Portal Key Takeaways Chapter 13: Alternate Reality Games for Corporate Learning, by Koreen Olbrish Chapter Questions Introduction Zombie Apocalypse What Is an ARG? ARG Terminology Design Principles for ARGs Potential of ARGs Key Takeaways Chapter 14: If You Want to Learn More, Play Games Chapter Questions Introduction Pick a Card, Any Card—A Game of Phones Survival Master The Virtue of Gamification Next Steps Key Takeaways Glossary Notes Index 'Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that'gamification'is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles.'—FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read'Kapp Notes'blog at www.kaplaneduneering.com/kappnotes/
Praise for The Gamification of Learning and Instruction
Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples. -Anders Gronstedt, president, Gronstedt Group
After reading this book, you'll never be able to design boring learning again. -Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog
Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time. -Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning
What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think. -Rich Mesch, experiential learning guru, Performance Development Group
"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"-- Provided by publisher