Play to Learn

Play to Learn Author Sharon Boller
ISBN-10 9781562867720
Release 2017-03-03
Pages 160
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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

Game Design Workbook Author Karl Kapp
ISBN-10 1562865773
Release 2017
Pages
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Game Design Workbook has been writing in one form or another for most of life. You can find so many inspiration from Game Design Workbook also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Game Design Workbook book for free.



Computer Games for Learning

Computer Games for Learning Author Richard E. Mayer
ISBN-10 9780262027571
Release 2014-07-18
Pages 281
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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.



The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118674437
Release 2013-11-11
Pages 480
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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.



The Gamification of Learning and Instruction

The Gamification of Learning and Instruction Author Karl M. Kapp
ISBN-10 9781118096345
Release 2012-05-01
Pages 302
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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"--



Gamify Your Classroom

Gamify Your Classroom Author Matthew Farber
ISBN-10 1433135027
Release 2017-02-28
Pages
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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!



Design Research on Learning and Thinking in Educational Settings

Design Research on Learning and Thinking in Educational Settings Author David Yun Dai
ISBN-10 9781136956300
Release 2012-04-23
Pages 312
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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

Learning in the Age of Immediacy Author Brandon Carson
ISBN-10 9781562869823
Release 2017-05-26
Pages 200
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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!



Designing Online Information Literacy Games Students Want to Play

Designing Online Information Literacy Games Students Want to Play Author Karen Markey
ISBN-10 9780810891432
Release 2014-03-12
Pages 302
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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.



What Video Games Have to Teach Us About Learning and Literacy Second Edition

What Video Games Have to Teach Us About Learning and Literacy  Second Edition Author James Paul Gee
ISBN-10 9781466886421
Release 2014-12-02
Pages 256
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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.



Design and Implementation of Educational Games Theoretical and Practical Perspectives

Design and Implementation of Educational Games  Theoretical and Practical Perspectives Author Zemliansky, Pavel
ISBN-10 9781615207824
Release 2010-04-30
Pages 540
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"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.



How People Learn

How People Learn Author Committee on Developments in the Science of Learning with additional material from the Committee on Learning Research and Educational Practice
ISBN-10 9780309070362
Release 2000-08-11
Pages 384
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First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methods--to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.



Games in Libraries

Games in Libraries Author Breanne A. Kirsch
ISBN-10 9780786474912
Release 2014-01-28
Pages 248
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"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

Technologies for E Learning and Digital Entertainment Author Zhigeng Pan
ISBN-10 9783540697343
Release 2008-07-07
Pages 791
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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

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118677247
Release 2013-10-11
Pages 480
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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.



Gaming for Classroom Based Learning Digital Role Playing as a Motivator of Study

Gaming for Classroom Based Learning  Digital Role Playing as a Motivator of Study Author Baek, Young Kyun
ISBN-10 9781615207145
Release 2010-05-31
Pages 358
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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.



For the Win

For the Win Author Kevin Werbach
ISBN-10 9781613630228
Release 2012-10-30
Pages 148
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Take your business to the next level—for the win Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!