The Gamification of Learning and Instruction Fieldbook: Ideas into Practice 1st Edition, Kindle Edition
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Karl M. Kapp
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Editorial Reviews
From the Inside Flap
THE GAMIFICATION OF LEARNING AND INSTRUCTION FIELDBOOK
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. --This text refers to the paperback edition.
About the Author
THE AUTHORS
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. --This text refers to the paperback edition.
From the Back Cover
THE GAMIFICATION OF LEARNING AND INSTRUCTION FIELDBOOK
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. --This text refers to the paperback edition.
Product details
- ASIN : B00FYSSQ2W
- Publisher : Pfeiffer; 1st edition (October 11, 2013)
- Publication date : October 11, 2013
- Language : English
- File size : 20684 KB
- Text-to-Speech : Enabled
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Print length : 506 pages
- Lending : Enabled
- Best Sellers Rank: #382,377 in Kindle Store (See Top 100 in Kindle Store)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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In Chapters 1-12, the three co-editors - Karl Kapp, Lucas Blair, and Rich Mesch - offer brilliant explanations of (a) why it is so important to focus on gaming, (b) "Basic Elements," and (c) "Design Considerations" that must be addressed. This material also creates a context, a frame of reference, for what is then provided by eleven contributors in the chapters that follow. I was also very impressed by the quality of mini-case studies in Chapters 16-22. Essential principles of gamification are brought to life in real-world situations. With regard to definition of key terms, there are three: games, gamification, and simulation. The co-editors lump all three in a single term, "interactive learning event" or ILE.
Some of the most valuable material is provided by the contributors. Three address generic issues; the other eight focus on the aforementioned mini-case studies.
o Jim Kiggens, "Managing the Process" (Pages 141-176)
o Helmut Doll, "Technology Tools" (273-285)
o Kevin Thorn, Storytelling" (287-301)
o Sharon Boller, The Knowledge Guru" (305-318)
o Robert Bell, "MPE" (Managing People Essentials) 319-331
o Robert Gadd, "Mobile Cricket U" (333-345)
o Bryan Austin, "Serious Game: Learning to Negotiate" (347-357)
o Mohit Garg, "Structural Gamification for On-Boarding Employees" (359-369)
o Kevin R. Glover, "Medical Simulation" (371-389)
o Andrew Hughes, "Financial Based Learning" (391-398)
o Anders Gronstedt, "Sales Training Game: An Avaya Case" (399-404)
It is important to keep in mind that this is a fieldbook. The co-editors provide worksheets, examples, samples, tables, and instructions that can help readers create their own ILEs. "This book can be used as a primer or introductory text to introduce the topic of designing instructional games, gamification, and simulation, but it is primarily designed as a practical fieldbook to help teams in the midst of creating games, gamification, and simulation projects. It is the companion to the bestselling book The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education."
I commend Kapp, Blair, and Mesch on their skillful use of reader-friendly devices that include "Chapter Questions" that serve as a head's up, "Questions to Ponder," "Ensuring Success," and "Key Takeaways" as well as 27 "Tables" and two "Exhibits." These devices will facilitate, indeed expedite frequent review of key material later. I always recommend highlighting of key passages (there are hundreds) and, especially with this book, keeping a notebook near at hand to record comments, questions, page references, and doodles.
Those who are thinking about or now preparing for a career in game design as well as those who have only recently embarked on one will find this book and its companion volume (i.e. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education) of incalculable value but I think there is a much more larger constituency to which I also recommend it highly: designers of self-directed learning curricula. Another constituency consists of those who are now developing programs based on MOOCs (i.e. massive open online courses). The success of all formal and informal education depends almost entirely on the nature and extent of a student's engagement. If there is a better approach than an ILE to achieve it, I would very much like to know about it.
Given the current state of public school education in the United States, there is so much that staff and faculty members can learn from this book. That said, I am deeply grateful to Karl Kapp, Lucas Blair, Rich Mesch, and their colleagues for what I have learned from them.
Top reviews from other countries
Todavia, as ilustrações poderiam ser melhores e, apesar de não me incomodar com isto, uma tradução do livro seria bem vinda para tornar mais acessível o seu conteúdo à pessoas que não são fluentes em inglês.
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