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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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- 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
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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
Introduction 1
Key Definition 2
Why This Book? 2
What's Coming in This Book 5
The Best Way to Read This Book 7
Continuing the Discussion 9
Section I: Getting Started
Chapter 2 Why Games, Gamification, and Simulations for Learning? 13
Chapter Questions 13
Introduction 13
Wrong Reasons 14
Right Reasons 20
Questions to Ponder 31
Ensuring Success 31
Key Takeaways 33
Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why? 35
Chapter Questions 35
Introduction 36
Games 37
Gamification 54
Simulations 58
Selecting the Right ILE 63
Key Takeaways 65
Chapter 4 Critical Questions for Creating an Interactive Learning Event 67
Chapter Questions 67
Introduction 67
Foundational Questions 69
Practical Questions 73
Scoring and Assessment Questions 75
Game Play Questions 79
Key Takeaways 81
Section II: Basic Elements
Chapter 5 Foundational Elements 89
Chapter Questions 89
Introduction 89
Feedback 90
Constructs 95
Challenge 98
Story 99
Key Takeaways 100
Chapter 6 The Importance of Narrative/Context/Story 103
Chapter Questions 103
Introduction 103
Overview of Storytelling 104
Elements of Storytelling 106
How Is Storytelling Different in ILEs? 107
The Goal-Based Scenario 109
The Role of Reality 110
The Predictable Unexpected 112
Architecting Your Story 112
Key Takeaways 115
Chapter 7 Making the Case 117
Chapter Questions 117
Introduction 117
Research-Based Justification 118
Return on Investment Justification 127
1. Identify the Need 129
2. Determine Sponsor's Goals 132
3. Decide How to Measure 133
4. Dollarize the Measurements 134
5. Conduct a Baseline Assessment 134
6. Implement and Deliver the Game, Gamification, or Simulation 136
7. Gather Post-Learning Data and Data from the Control Group 136
8. Determine the Return 137
Stealth Justification 139
Key Takeaways 140
Chapter 8 Managing the Process 141
By Jim Kiggens
Chapter Questions 141
Introduction 141
The Process Required to Produce an Educational Game 142
Tips for a First-Time Producer 170
Key Takeaways 176
Section III: Design Considerations
Chapter 9 Where Do Find Ideas 179
Chapter Questions 179
Introduction 179
Play Games 180
Brainstorming Techniques 184
Shazam Session 191
Sharing Output 193
Key Takeaways 197
Chapter 10 Games 199
Chapter Questions 199
Introduction 199
Designing a Game From Start to Finish 200
Wireframing 209
One-Page Design 211
Paper Prototyping 212
Storyboards 214
Design Document 216
Key Takeaways 217
Chapter 11 Gamification 219
Chapter Questions 219
Introduction 219
Controversial Nature of Gamification 220
Structural Gamification 224
Avoid Learners Gaming the System 235
Content Gamification 237
Key Takeaways 246
Chapter 12 Simulations 249
Chapter Questions 249
Introduction 249
Why Simulations Are Valuable for Learning 251
Designing a Simulation 252
The Illusion of Complexity 254
Using Flowcharts 256
Storytelling for Simulations 258
Creating Decisions for Simulations 259
Creating Simulation Feedback 263
Simulation Design Tool 264
Key Takeaways 269
Section IV: Development
Chapter 13 Technology Tools 273
By Helmut Doll
Chapter Questions 273
Introduction 273
Developing an Interactive Learning Experience 274
Development Terms 275
Template-Based Authoring Tools/Arcade-Style Games 276
Game Engines 278
Other Development Tools 280
Mobile Games 282
Adding Leaderboards or Badges 283
Key Takeaways 284
Chapter 14 Storyboarding 287
By Kevin Thorn
Chapter Questions 287
Introduction 287
Why Storyboarding Is Important 290
The Storyboarding Process 293
Storyboarding in Action 294
Storyboarding Simulations 298
Storyboarding Techniques 300
Key Takeaways 300
Section V: Case Studies
Chapter 15 The Knowledge Guru 305
By Sharon Boller
Background 305
The Challenge 306
Why Game or Gamification? 307
Making the Case 309
The Solution 309
The Benefits and Results 316
Lessons Learned 317
Chapter 16 A Board Game: MPE 319
By Robert Bell
Background 319
The Challenge 320
Why a Game? 321
Making the Case 323
The Solution 323
The Benefits 329
The Results 329
Lessons Learned 330
Chapter 17 Mobile Gamification: Mobile Cricket U 333
By Robert Gadd
Background 333
The Challenge 334
Why Gamification? 336
Making the Case 337
The Solution 339
The Benefits 343
Lessons Learned 344
Chapter 18 Serious Game: Learning to Negotiate 347
By Bryan Austin
Background 347
The Challenge 348
Why a Game? 349
The Solution 350
The Benefits 355
The Results 355
Lessons Learned 356
Chapter 19 Structural Gamification for On-Boarding Employees 359
By Mohit Garg
Background 359
The Challenge 360
Why Gamification? 360
Making the Case 361
The Solution 363
The Results 365
Summary 368
Lessons Learned 368
Chapter 20 Medical Simulation 371
By Kevin R. Glover
Background 371
The Challenge 372
Why a Simulation? 375
Making the Case 378
The Solution 379
The Results 387
Lessons Learned 388
Chapter 21 Financial Game-Based Learning 391
By Andrew Hughes
Background 391
The Challenge 392
Why a Game? 392
Making the Case 392
The Solution 393
The Benefits 397
The Results 398
Lessons Learned 398
Chapter 22 Sales Training Game: An Avaya Case 399
By Anders Gronstedt
Background 399
Why a Game-Based Simulation? 400
The Solution 400
Benefits and Results 404
Lessons Learned 404
Glossary 405
Notes 417
Index 423
About ASTD 441
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
Introduction 1
Key Definition 2
Why This Book? 2
What's Coming in This Book 5
The Best Way to Read This Book 7
Continuing the Discussion 9
Section I: Getting Started
Chapter 2 Why Games, Gamification, and Simulations for Learning? 13
Chapter Questions 13
Introduction 13
Wrong Reasons 14
Right Reasons 20
Questions to Ponder 31
Ensuring Success 31
Key Takeaways 33
Chapter 3 Game, Gamification, or Simulation: Which Is Best, When, Why? 35
Chapter Questions 35
Introduction 36
Games 37
Gamification 54
Simulations 58
Selecting the Right ILE 63
Key Takeaways 65
Chapter 4 Critical Questions for Creating an Interactive Learning Event 67
Chapter Questions 67
Introduction 67
Foundational Questions 69
Practical Questions 73
Scoring and Assessment Questions 75
Game Play Questions 79
Key Takeaways 81
Section II: Basic Elements
Chapter 5 Foundational Elements 89
Chapter Questions 89
Introduction 89
Feedback 90
Constructs 95
Challenge 98
Story 99
Key Takeaways 100
Chapter 6 The Importance of Narrative/Context/Story 103
Chapter Questions 103
Introduction 103
Overview of Storytelling 104
Elements of Storytelling 106
How Is Storytelling Different in ILEs? 107
The Goal-Based Scenario 109
The Role of Reality 110
The Predictable Unexpected 112
Architecting Your Story 112
Key Takeaways 115
Chapter 7 Making the Case 117
Chapter Questions 117
Introduction 117
Research-Based Justification 118
Return on Investment Justification 127
1. Identify the Need 129
2. Determine Sponsor's Goals 132
3. Decide How to Measure 133
4. Dollarize the Measurements 134
5. Conduct a Baseline Assessment 134
6. Implement and Deliver the Game, Gamification, or Simulation 136
7. Gather Post-Learning Data and Data from the Control Group 136
8. Determine the Return 137
Stealth Justification 139
Key Takeaways 140
Chapter 8 Managing the Process 141
By Jim Kiggens
Chapter Questions 141
Introduction 141
The Process Required to Produce an Educational Game 142
Tips for a First-Time Producer 170
Key Takeaways 176
Section III: Design Considerations
Chapter 9 Where Do Find Ideas 179
Chapter Questions 179
Introduction 179
Play Games 180
Brainstorming Techniques 184
Shazam Session 191
Sharing Output 193
Key Takeaways 197
Chapter 10 Games 199
Chapter Questions 199
Introduction 199
Designing a Game From Start to Finish 200
Wireframing 209
One-Page Design 211
Paper Prototyping 212
Storyboards 214
Design Document 216
Key Takeaways 217
Chapter 11 Gamification 219
Chapter Questions 219
Introduction 219
Controversial Nature of Gamification 220
Structural Gamification 224
Avoid Learners Gaming the System 235
Content Gamification 237
Key Takeaways 246
Chapter 12 Simulations 249
Chapter Questions 249
Introduction 249
Why Simulations Are Valuable for Learning 251
Designing a Simulation 252
The Illusion of Complexity 254
Using Flowcharts 256
Storytelling for Simulations 258
Creating Decisions for Simulations 259
Creating Simulation Feedback 263
Simulation Design Tool 264
Key Takeaways 269
Section IV: Development
Chapter 13 Technology Tools 273
By Helmut Doll
Chapter Questions 273
Introduction 273
Developing an Interactive Learning Experience 274
Development Terms 275
Template-Based Authoring Tools/Arcade-Style Games 276
Game Engines 278
Other Development Tools 280
Mobile Games 282
Adding Leaderboards or Badges 283
Key Takeaways 284
Chapter 14 Storyboarding 287
By Kevin Thorn
Chapter Questions 287
Introduction 287
Why Storyboarding Is Important 290
The Storyboarding Process 293
Storyboarding in Action 294
Storyboarding Simulations 298
Storyboarding Techniques 300
Key Takeaways 300
Section V: Case Studies
Chapter 15 The Knowledge Guru 305
By Sharon Boller
Background 305
The Challenge 306
Why Game or Gamification? 307
Making the Case 309
The Solution 309
The Benefits and Results 316
Lessons Learned 317
Chapter 16 A Board Game: MPE 319
By Robert Bell
Background 319
The Challenge 320
Why a Game? 321
Making the Case 323
The Solution 323
The Benefits 329
The Results 329
Lessons Learned 330
Chapter 17 Mobile Gamification: Mobile Cricket U 333
By Robert Gadd
Background 333
The Challenge 334
Why Gamification? 336
Making the Case 337
The Solution 339
The Benefits 343
Lessons Learned 344
Chapter 18 Serious Game: Learning to Negotiate 347
By Bryan Austin
Background 347
The Challenge 348
Why a Game? 349
The Solution 350
The Benefits 355
The Results 355
Lessons Learned 356
Chapter 19 Structural Gamification for On-Boarding Employees 359
By Mohit Garg
Background 359
The Challenge 360
Why Gamification? 360
Making the Case 361
The Solution 363
The Results 365
Summary 368
Lessons Learned 368
Chapter 20 Medical Simulation 371
By Kevin R. Glover
Background 371
The Challenge 372
Why a Simulation? 375
Making the Case 378
The Solution 379
The Results 387
Lessons Learned 388
Chapter 21 Financial Game-Based Learning 391
By Andrew Hughes
Background 391
The Challenge 392
Why a Game? 392
Making the Case 392
The Solution 393
The Benefits 397
The Results 398
Lessons Learned 398
Chapter 22 Sales Training Game: An Avaya Case 399
By Anders Gronstedt
Background 399
Why a Game-Based Simulation? 400
The Solution 400
Benefits and Results 404
Lessons Learned 404
Glossary 405
Notes 417
Index 423
About ASTD 441