- Series: The Systematic Guide Series (Book 2)
- Paperback: 166 pages
- Publisher: CreateSpace Independent Publishing Platform; 1 edition (December 22, 2015)
- Language: English
- ISBN-10: 1522903690
- ISBN-13: 978-1522903697
- Product Dimensions: 6 x 0.4 x 9 inches
- Shipping Weight: 10.9 ounces (View shipping rates and policies)
- Average Customer Review: 2 customer reviews
- Amazon Best Sellers Rank: #3,254,015 in Books (See Top 100 in Books)
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A Systematic Guide To Game-based Learning (GBL) In Organizational Teams: Transform Performance Through Experiential Learning, Social Learning and Team Dynamics (The Systematic Guide Series) (Volume 2) Paperback – December 22, 2015
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About the Author
Ken Thompson is an expert practitioner, author and speaker on collaboration, high performing teams and game-based learning. After a number of years in technology management roles Ken became Head of IT with Reuters in London, then Director of a Software Engineering Research Institute before becoming Managing Director for VISION Consulting in Belfast for 13 years. In 2006 Ken set up his own consultancy practice to further develop his ideas in High Performing Teams and Business Simulation. Ken has written a number of books and his work has featured in major print publications including The Guardian Newspaper (London), Wired Magazine and Henry Ford Magazine. Ken has also spoken at a number of international events including TEDx, the Institute for Healthcare Improvement (IHI) and NASA internal conferences. Ken leads Team and Leadership workshops and simulation games for major corporations such as Abbott Healthcare, AB Foods, Jaguar Land Rover, Oracle, PepsiCo, Royal Sun Alliance, Spar, Twining’s and Virgin.
Top customer reviews
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Although Ken uses a traditional life-cycle approach to the development and deployment of games:
He leaves nothing out of the equation for potential success.
This text is one of the “bibles” for the merging discipline of gamification, serious games, and simulations. It should be prominently displayed upon your bookshelf (virtually or really) along with:
• Andrew Rollings’ and Ernest Adams’ works on game architecture, design and mechanics;
• Chris Crawford’s monographs on game design, leveling, and storytelling;
• Clark Aldrich’s work on simulations and serious games;
• Karl Kapp’s text on the gamification of learning and instruction; and
• Gabe Zichermann’s and Joselin Linder’s book on the gamification revolution.
The Appendices alone are worth the price of the text, along with the GBL Business Case Calculator.
For those of you who are architectural oriented in the manner in which you see the world, Ken presents a blueprint for the design of verifiable simulation models, encompassing the relationships and elements of the: Empirical Model, Value Model, Causal Model, and Environmental Model.