The gamification of learning and instruction : game-based methods and strategies for training and education / Karl M. Kapp
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- 9781118096345
- LB1029.G3 K364 2012
Item type | Current library | Collection | Call number | Status | Date due | Barcode |
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Mediateca | Bibliográfica | LB1029.G3 K364 2012 (Browse shelf(Opens below)) | Available | 11013 |
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LB1028.43 Z83 2008 Transforming schools with technology : how smart use of digital tools helps achieve six key education goals / | LB1028.5 S835 2015 Students, computers and learning : making the connection / OECD | LB1029.C37 W3718 2006 El estudio de casos como método de enseñanza / | LB1029.G3 K364 2012 The gamification of learning and instruction : game-based methods and strategies for training and education / | LB1029.P67 W5818 2003 El uso de portafolios : propuesta para un nuevo profesionalismo docente / | LB1029.P67K5418 2012 Ej. 1 Desarrollo del portafolios para el aprendizaje y la evaluación : procesos y principios / | LB1032 G76 2008 Aprendizajes, conexiones y artefactos : la producción colaborativa del conocimiento / |
Incluye referencias bibliográficas e índice.
Chapter 1: What is Gamification? -- Chapter 2: It's in the game: understanding game elements -- Chapter 3: Theories behind gamification of learning and instuction -- Chapter 4: Research says... games are effective for learning -- Chapter 5: Leveling up: what gamification can do -- Chapter 6: Achiever or killer? Player types and game patterns -- Chapter 7: Applying gamification to problem solving -- Chapter 8: Applying gamification to learning domains -- Chapter 9: Managing the gamification design process -- Chapter 10: Congratulations! selecting the right in-game achievements, by Lucas Blair -- Chapter 11: Perspective of a gamer, by Nathan Kapp -- Chapter 12: Casual game site: DAU case study, by Alicia Sanchez -- Chapter 13:Alternate reality games for corporate learning, by Koreen Olbrish -- Chapter 14: If you want to learn more, play games.
Educación, tecnología y creatividad.
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