Play to Learn

Filename: play-to-learn.pdf
ISBN: 9781562867720
Release Date: 2017-03-03
Number of pages: 160
Author: Sharon Boller
Publisher: Association for Talent Development

Download and read online Play to Learn in PDF and EPUB When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.


Game Design Workbook

Filename: game-design-workbook.pdf
ISBN: 1562865773
Release Date: 2017
Number of pages:
Author: Karl Kapp
Publisher:

Download and read online Game Design Workbook in PDF and EPUB


The Gamification of Learning and Instruction Fieldbook

Filename: the-gamification-of-learning-and-instruction-fieldbook.pdf
ISBN: 9781118674437
Release Date: 2013-11-11
Number of pages: 480
Author: Karl M. Kapp
Publisher: John Wiley & Sons

Download and read online The Gamification of Learning and Instruction Fieldbook in PDF and EPUB 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.


The Gamification of Learning and Instruction

Filename: the-gamification-of-learning-and-instruction.pdf
ISBN: 9781118096345
Release Date: 2012-05-01
Number of pages: 302
Author: Karl M. Kapp
Publisher: John Wiley & Sons

Download and read online The Gamification of Learning and Instruction in PDF and EPUB "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"--


Design Research on Learning and Thinking in Educational Settings

Filename: design-research-on-learning-and-thinking-in-educational-settings.pdf
ISBN: 9781136956300
Release Date: 2012-04-23
Number of pages: 312
Author: David Yun Dai
Publisher: Routledge

Download and read online Design Research on Learning and Thinking in Educational Settings in PDF and EPUB The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.


Learning in the Age of Immediacy

Filename: learning-in-the-age-of-immediacy.pdf
ISBN: 9781562869823
Release Date: 2017-05-26
Number of pages: 200
Author: Brandon Carson
Publisher: Association for Talent Development

Download and read online Learning in the Age of Immediacy in PDF and EPUB Welcome to the Age of Immediacy. We're in a new era of learning, one in which learners expect information to be available anywhere and anytime. How do you make sure your learning experiences keep up with the pace of workplace transformation? In Learning in the Age of Immediacy: 5 Factors for How We Connect, Communicate, and Get Work Done, learning strategist Brandon Carson argues that five edge technologies (augmented reality and virtual reality, the cloud, mobile, big data, and the Internet of Everything) are transforming the modern workplace, requiring new learning methods to empower the modern worker. Through real-world case studies and interviews with industry experts and business leaders, he shows how these technologies affect training's design, delivery, and evaluation. He also provides practical advice to integrate the five factors into your learning strategy, helping you answer important questions along the way: What will the workforce you support look like in the next several years? How will you provide in-the-moment learning for the streaming economy the cloud has introduced? Do you have a mobile learning strategy? (You should). And how will you use the emerging practice of data science to provide evidence of training’s value to the business? The stakes are high, and these factors could be the difference between achieving measurable results or driving your learners to seek solutions elsewhere. Use Learning in the Age of Immediacy to create a learning plan that will serve your workforce now and in the future!


Design and Implementation of Educational Games Theoretical and Practical Perspectives

Filename: design-and-implementation-of-educational-games-theoretical-and-practical-perspectives.pdf
ISBN: 9781615207824
Release Date: 2010-04-30
Number of pages: 540
Author: Zemliansky, Pavel
Publisher: IGI Global

Download and read online Design and Implementation of Educational Games Theoretical and Practical Perspectives in PDF and EPUB "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.


Designing Online Information Literacy Games Students Want to Play

Filename: designing-online-information-literacy-games-students-want-to-play.pdf
ISBN: 9780810891432
Release Date: 2014-03-12
Number of pages: 302
Author: Karen Markey
Publisher: Rowman & Littlefield

Download and read online Designing Online Information Literacy Games Students Want to Play in PDF and EPUB Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.


Computer Games for Learning

Filename: computer-games-for-learning.pdf
ISBN: 9780262027571
Release Date: 2014-07-18
Number of pages: 281
Author: Richard E. Mayer
Publisher: MIT Press

Download and read online Computer Games for Learning in PDF and EPUB Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.


Controversies in Education

Filename: controversies-in-education.pdf
ISBN: UCSC:32106006371873
Release Date: 1974
Number of pages: 549
Author: Dwight William Allen
Publisher: Saunders Limited.

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Training Games

Filename: training-games.pdf
ISBN: 9781562864514
Release Date: 2006
Number of pages: 128
Author: Steve Sugar
Publisher: American Society for Training and Development

Download and read online Training Games in PDF and EPUB One of the most reliable tools to begin building an effective learning environment is through the use of classroom games. This book provides practical, step-by-step advice on how to select just the right game for an event, choose the format, facilitate the event, and evaluate your effectiveness. The authors provide 11 classroom-tested games that are easily adapted to liven up any learning event. The CD-ROM contains templates and worksheets you can start using immediately.


Design for How People Learn

Filename: design-for-how-people-learn.pdf
ISBN: 9780134211527
Release Date: 2015-11-28
Number of pages: 304
Author: Julie Dirksen
Publisher: New Riders

Download and read online Design for How People Learn in PDF and EPUB Products, technologies, and workplaces change so quickly today that everyone is continually learning. Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems. In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.


Games in Libraries

Filename: games-in-libraries.pdf
ISBN: 9780786474912
Release Date: 2014-01-28
Number of pages: 248
Author: Breanne A. Kirsch
Publisher: McFarland

Download and read online Games in Libraries in PDF and EPUB "This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"--


Technologies for E Learning and Digital Entertainment

Filename: technologies-for-e-learning-and-digital-entertainment.pdf
ISBN: 9783540697343
Release Date: 2008-07-07
Number of pages: 791
Author: Zhigeng Pan
Publisher: Springer Science & Business Media

Download and read online Technologies for E Learning and Digital Entertainment in PDF and EPUB This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.


The Gamification of Learning and Instruction Fieldbook

Filename: the-gamification-of-learning-and-instruction-fieldbook.pdf
ISBN: 9781118677247
Release Date: 2013-10-11
Number of pages: 480
Author: Karl M. Kapp
Publisher: John Wiley & Sons

Download and read online The Gamification of Learning and Instruction Fieldbook in PDF and EPUB 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.