Kamis, 15 Maret 2012

[P485.Ebook] Free PDF The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, by Karl M. Kapp

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The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, by Karl M. Kapp

The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, by Karl M. Kapp



The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, by Karl M. Kapp

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The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, by Karl M. Kapp

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.

  • Sales Rank: #502074 in Books
  • Published on: 2013-11-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.30" h x .90" w x 7.00" l, 1.60 pounds
  • Binding: Paperback
  • 480 pages

From the Back Cover

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.

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 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.

Most helpful customer reviews

20 of 23 people found the following review helpful.
Not a good choice for educators
By Katie B.
I'll admit - I did not read the companion book to this, because I felt that I was already sold on the theory behind "gamification" and was more interested in its practical applications. While I certainly didn't expect to be spoon-fed strategies just for the classroom, I bought this hoping it would give a general framework that could be applied in any instructional setting... Not too far off, you'd think, from the title and the blurbs that claim this book offers a step-by-step guide for "learning professionals." Unfortunately, this was misleading - the book appears to actually be aimed at those who want to literally design an educational video game rather than "gamify" an existing environment or content area. More generally, I felt that this book was in need of a good editor - there's a surprisingly high number of typos throughout (which, you know, small potatoes, but pretty unprofessional for a $50+ book), and the organization of chapters feels confusing and disordered. For instance, before the basic, universal practical components of gamification are even discussed (and they are, eventually, discussed), there's a lengthy chapter on the logistics of designing a video game that goes into detail about the various benefits of doing it in Flash or HTML 5, etc... I'm sure this information is useful to someone, but it felt completely out of place. Ultimately, I found myself disappointedly skimming and skipping huge chunks.

7 of 9 people found the following review helpful.
Essential principles by which to design, develop, and create interactive, high-impact learning experiences
By Robert Morris
Essential principles by which to design, develop, and create interactive, high-impact learning experiences

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.

0 of 0 people found the following review helpful.
The standard for Gamification!
By Software Maniac
I must admit this was an expensive book. But when I read it, I couldn't put it down. This is exactly what I needed to get a clear understanding of what this fairly new gamification is all about. Nice job.

See all 9 customer reviews...

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