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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Hardcover – May 1, 2012

ISBN-13: 978-1118096345 ISBN-10: 1118096347 Edition: 1st

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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education + The Gamification of Learning and Instruction Fieldbook: Ideas into Practice + The Multiplayer Classroom: Designing Coursework as a Game
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Product Details

  • Hardcover: 336 pages
  • Publisher: Pfeiffer; 1 edition (May 1, 2012)
  • Language: English
  • ISBN-10: 1118096347
  • ISBN-13: 978-1118096345
  • Product Dimensions: 7.4 x 0.9 x 9.5 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #56,684 in Books (See Top 100 in Books)

Editorial Reviews

From the Inside Flap

"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 cornerstone 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.

About the Author

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 four books on the convergence of learning and technology, 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 at www.kaplaneduneering.com/kappnotes/


More About the Author

Karl M. Kapp, Ed.D., CFPIM, CIRM, is a scholar, writer and expert on the convergence of learning, technology and business operations. His background teaching e-learning classes, knowledge of adult learning theory, and experience training CEOs and front line staff provides him with a unique perspective on organizational learning. His experience with technology companies and high-tech initiatives provides him with insights into the future of technology and learning. He shares those insights and perspectives with students, clients and others through writing, consulting and coaching in the field of organizational learning.

His insights and perspectives are shared in his third book, "Gadgets, Games and Gizmos for Learning: Tools for Transferring Know-How from the Boomers to the Gamers" published by Pfeiffer an imprint of Wiley. The book describes the learning methods necessary to transfer knowledge from the boomer generation to the upcoming gamers using tools such as gadgets, games and gizmos. The book's web site is www.gadgetsgamesandgizmos.com.

Karl's fourth book co-authored with Tony O'Driscoll was titled "Learning in 3D" where he and Tony discuss virtual world learning designs.

The fifth book in the series is called "The Gamification of Learning and Instruction"

Karl understands how to create effective learning within organizations. He received his Doctorate of Education in Instructional Design at the University of Pittsburgh in Pittsburgh, PA. He is a full professor of Instructional Technology at Bloomsburg University in Bloomsburg, PA. In Bloomsburg's graduate program, he teaches the capstone course in which students are formed into "companies," write a business plan, receive an e-learning Request for Proposal (RFP), write a 40-page proposal, develop a working prototype, and present their solution to representatives from various learning and e-learning corporations throughout the United States.

As a professor of instructional technology, Karl was instrumental in forming Bloomsburg's on-line E-Learning Developer's Certificate which provides on-line education to instructional designers who want to transition to developing on-line instruction. He has taught online learning courses to students from all over the world. As Assistant Director of Bloomsburg University's acclaimed Institute for Interactive Technologies (IIT), Karl helps government, corporate and non-profit organizations leverage learning technologies to positively impact employee productivity and organizational profitability through the effective use of learning. He provides advice on e-learning design, learning infrastructures and e-learning technologies to such companies and organizations as AstraZeneca, Pennsylvania Department of Public Welfare, Toys R Us, Kaplan-Eduneering, Kellogg's, Sovereign Bank, and Federal Government Agencies.
Karl consults with several learning technology companies and advises Fortune 500 companies on the use of technology for transferring knowledge to their employees. He has been interviewed by such magazines as Training, ASTD's T&D, Software Strategies, Knowledge Management, Distance Learning, and PharmaVoice and by television, and radio programs. He helps organizations to devise strategies around Learning Management Systems, mobile learning solutions, learning through Social Networking, knowledge transfer, immersive learning, instructional design and learning strategy development. In 2007, Karl was named one of the Top 20 Most Influential Training Professionals as voted by TrainingIndustry, Inc.

Customer Reviews

Reading the book “The Gamification of Learning and Instruction” was very enjoyable.
Liem
I have followed Karl via twitter and his blogs for the last several years and I anxiously awaited the publication of this book.
lhandjanx
This book provides lessons learned that have worked for agencies, organizations, and institutions all over the world.
Andrew Hughes

Most Helpful Customer Reviews

156 of 171 people found the following review helpful By Amazon Customer on May 26, 2012
Format: Hardcover
I don't write reviews. But this book made me mad enough to write this.

When I heard about the book and read its description, I thought it was just what I needed. I am an instructional designer who has a lot of experience in developing courses for traditional classroom and electronic delivery systems. I have been following what gamification is doing in the online marketing arena and wanted to see how it could be applied to online instruction. I thought this book would provide some insight. Unfortunately, I was wrong.

I felt the author is using the "gamification" label to sucker me into buying the book. It turns out that he has simply pasted the new buzzword onto what is traditionally referred to in training and education as engaging teaching/learning activities. Information about the development and use of engaging instructional activities used in classrooms and for online courses has been widely available and discussed for many years. Instructional games in traditional classroom training or online training is not new and it is not what I expected of a book on gamification of learning and instruction.

Second, this book provides a lot of information that talks around the topic but rarely addresses it head on. The author dedicates multiple chapters to instructional theory and research summaries. He also adds multiple chapters on game theory and research, which is also widely available elsewhere. The problem is that he does a poor job of bringing them together into something of value that I can use to leverage gamification in my instructional projects.

This book lacks examples of online instructional applications. Many computer games are referred to by the author(s). Very few instructional examples are given.
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11 of 11 people found the following review helpful By Judy Katz on September 6, 2012
Format: Hardcover
There has been much buzz about gamification in the last few years -- both the word itself and the practices it may or may not describe. I had the pleasure of moderating a panel with Dr. Kapp and several of the contributors to this book at TechKnowledge 2012, and we spent a great deal of time -- both during the panel and in preparation for it -- talking about that very terminology.

And while I do think there is value in those conversations, my primary concern about the gamification trend is less about the terminology being used and more about the possibility that the hype will continue to promote the creation of two things in the broad field of learning design and development:

- interactions that are amusing but not meaningful (which are already promoted by so many authoring tools promising easy engagement), and

- learning games that are just lame... perhaps the content is meaningful, but the addition of game mechanics isn't.

Knowing how challenging game design is and keeping those possible undesirable effects in mind, I decided to read The Gamification of Learning and Instruction with one lens only:

Assuming you are a typical instructional designer -- whatever that means -- what will you gain from this book?

And here are my answers to that question.

1) Possibly more than anything else, you will be able to articulate why and in what circumstances games can be more effective than other learning interventions. It may sound trivial, but full-on game development is more expensive and time-consuming (so, again, expensive) than ordinary elearning and stakeholders may not consider "games" to be serious, effective solutions.
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14 of 16 people found the following review helpful By Joe Dager on June 10, 2012
Format: Hardcover Verified Purchase
I have read several books on gamification and found most touting the use of rewards and badges or the technical aspect of design. I never wanted to design a game; I just wanted to understand gamification. Dr. Karl Kapp delivered what I was looking for. A book that started with the basics (it's not about rewards, games and badges) at the very beginning giving me a true understanding of games and maybe more importantly gamers. He then proceeded to get into just enough technical detail so that I would be able to communicate and participate in the creation process with a designer.

Many other books use examples such as frequent flyer programs and other reward schemes that have been used for decades. Dr. Kapp begins with the facts and why anyone wants to use gamification - Engagement! He goes on to create a learning experience that gives you the basic understanding for both an instructor trying to learn or create a game and the designer that is trying to understand how to construct a game. He marvelously constructs a bridge between the two disciplines.

The construction of the book is excellent (I wish more authors would do it this way). He starts out the chapters with questions preparing you for the material ahead. He ends each chapter with key takeaways and I found myself using them as my reference pointers for additional material. His notes are also delivered at the end of chapter with many links provided (Kindle Version).

Dr. Kapp's examples are current and readily applied to the real world. After reading the book, you feel that not only do you understand the gaming world better but you are much more willing to take a stab at trying a few games on your own. Something the author recommends that we all do if we are serious about gamification.

I have already purchased two copies of the book, sending the hard copy to a client and a Kindle version to use as a reference tool no matter where I may be.
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