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Home » Computer » The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Free PDF

The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Free PDF

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Sunday, July 7, 2013

The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education [Kindle Edition]

Author: Karl M. Kapp | Language: English | ISBN: B007XA3ME6 | Format: PDF, EPUB

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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Free PDF
You can download The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Free PDF from mediafire, rapishare, and mirror link 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. Books with free ebook downloads available The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education Free PDF
  • File Size: 2168 KB
  • Print Length: 341 pages
  • Page Numbers Source ISBN: 1118096347
  • Publisher: Pfeiffer; 1 edition (April 13, 2012)
  • Sold by: Amazon Digital Services, Inc.
  • Language: English
  • ASIN: B007XA3ME6
  • Text-to-Speech: Enabled
  • X-Ray:
    Not Enabled
  • Lending: Enabled
  • Amazon Best Sellers Rank: #148,843 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
I don't write reviews. But this book made me mad enough to write this.

When I heard about the book and read its description, I thought it was just what I needed. I am an instructional designer who has a lot of experience in developing courses for traditional classroom and electronic delivery systems. I have been following what gamification is doing in the online marketing arena and wanted to see how it could be applied to online instruction. I thought this book would provide some insight. Unfortunately, I was wrong.

I felt the author is using the "gamification" label to sucker me into buying the book. It turns out that he has simply pasted the new buzzword onto what is traditionally referred to in training and education as engaging teaching/learning activities. Information about the development and use of engaging instructional activities used in classrooms and for online courses has been widely available and discussed for many years. Instructional games in traditional classroom training or online training is not new and it is not what I expected of a book on gamification of learning and instruction.

Second, this book provides a lot of information that talks around the topic but rarely addresses it head on. The author dedicates multiple chapters to instructional theory and research summaries. He also adds multiple chapters on game theory and research, which is also widely available elsewhere. The problem is that he does a poor job of bringing them together into something of value that I can use to leverage gamification in my instructional projects.

This book lacks examples of online instructional applications. Many computer games are referred to by the author(s). Very few instructional examples are given.
There has been much buzz about gamification in the last few years -- both the word itself and the practices it may or may not describe. I had the pleasure of moderating a panel with Dr. Kapp and several of the contributors to this book at TechKnowledge 2012, and we spent a great deal of time -- both during the panel and in preparation for it -- talking about that very terminology.

And while I do think there is value in those conversations, my primary concern about the gamification trend is less about the terminology being used and more about the possibility that the hype will continue to promote the creation of two things in the broad field of learning design and development:

- interactions that are amusing but not meaningful (which are already promoted by so many authoring tools promising easy engagement), and

- learning games that are just lame... perhaps the content is meaningful, but the addition of game mechanics isn't.

Knowing how challenging game design is and keeping those possible undesirable effects in mind, I decided to read The Gamification of Learning and Instruction with one lens only:

Assuming you are a typical instructional designer -- whatever that means -- what will you gain from this book?

And here are my answers to that question.

1) Possibly more than anything else, you will be able to articulate why and in what circumstances games can be more effective than other learning interventions. It may sound trivial, but full-on game development is more expensive and time-consuming (so, again, expensive) than ordinary elearning and stakeholders may not consider "games" to be serious, effective solutions.

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https://www.dolls2u.com/
free daily horoscope tomorrow
a-drones.com
正規 娛樂 城
kinderschminke profi
карточная игра уно купить
https://ofa1617.com/
leo娛樂城
九州娛樂
valse biljetten
casas en venta en medellin
sportwetten anbieter österreich
Sitemap could not be read
bonificação cassino
海外 版 バスタ ビット
online casino
遊戲大贏家
casinò online
bet365 empate apuesta no valida
运气碰撞
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