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Following 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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Following 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.
Produktdetails
- Produktdetails
- Verlag: John Wiley & Sons
- Seitenzahl: 480
- Erscheinungstermin: 11. Oktober 2013
- Englisch
- ISBN-13: 9781118677247
- Artikelnr.: 39907131
- Verlag: John Wiley & Sons
- Seitenzahl: 480
- Erscheinungstermin: 11. Oktober 2013
- Englisch
- ISBN-13: 9781118677247
- Artikelnr.: 39907131
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.
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
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
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
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
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
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