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:

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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.


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.


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.


What Video Games Have to Teach Us about Learning and Literacy

Filename: what-video-games-have-to-teach-us-about-learning-and-literacy.pdf
ISBN: 9781403965387
Release Date: 2004
Number of pages: 225
Author: James Paul Gee
Publisher: Palgrave Macmillan

Download and read online What Video Games Have to Teach Us about Learning and Literacy in PDF and EPUB A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.


Basics of Stand up Training

Filename: basics-of-stand-up-training.pdf
ISBN: 1562863894
Release Date: 2006
Number of pages: 16
Author: Tora Estep
Publisher: American Society for Training and Development

Download and read online Basics of Stand up Training in PDF and EPUB Learning doesn't just happen because information is poured into people's ears, especially not when the learners are adults. So there are a lot of things to think about and do to train effectively. This Infoline helps the trainer get through the process in a way that is manageable and easy to follow.


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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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.


Computer Games and Instruction

Filename: computer-games-and-instruction.pdf
ISBN: 9781617354083
Release Date: 2011
Number of pages: 551
Author: Sigmund Tobias
Publisher: IAP

Download and read online Computer Games and Instruction in PDF and EPUB There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students' reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.


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.