The Gamification of Learning and Instruction

Game–based Methods and Strategies for Training and Education

Gebonden Engels 2012 9781118096345
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Learning professionals are finding success applying game–based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer–reviewed studies and examples from corporations who have adopted game–based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face–to–face.

Specificaties

ISBN13:9781118096345
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:336
Verschijningsdatum:21-7-2022

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Inhoudsopgave

List of Figures and Tables xii
Contents on the Web xv
Foreword by Kevin Kruse xvii
Preface xxi
Acknowledgments xxvii
About the Author xxix
Contributors xxxi

Chapter 1 What Is Gamification? 1
Chapter Questions 1
Introduction 2
Gamification in Action 2
What Is a Game? 6
What Is Gamification? 9
What Gamification Is Not 12
Gamification Versus Serious Games 15
Growth of Gamification 18
Who Is Using Gamification 19
Implications and Importance to the Future of Learning 22
Key Takeaways 23

Chapter 2 It s in the Game: Understanding Game Elements 25
Chapter Questions 25
Introduction 26
Abstractions of Concepts and Reality 26
Goals 28
Rules 29
Conflict, Competition, or Cooperation 31
Time 32
Reward Structures 33
Feedback 35
Levels 37
Storytelling 41
Curve of Interest 45
Aesthetics 46
Replay or Do Over 48
Implications and Importance to the Future of Learning 49
Key Takeaways 50

Chapter 3 Theories Behind Gamification of Learning and Instruction 51
Chapter Questions 51
Introduction 51
Motivation 52
The Taxonomy of Intrinsic Motivation 58
Self–Determination Theory 63
Distributed Practice 65
Scaffolding 66
Episodic Memory 67
Cognitive Apprenticeship 69
Social Learning Theory 70
Flow 71
Key Takeaways 74

Chapter 4 Research Says . . . Games Are Effective for Learning 75
Chapter Questions 75
Introduction 76
Game Research 76
Randel s Meta–Analysis 77
Wolfe s Meta–Analysis 80
Hays Meta–Analysis 80
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          The Gamification of Learning and Instruction