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The gamification of learning and instruction : game-based methods and strategies for training and education / Karl M. Kapp

By: Material type: TextTextLanguage: English Publisher: San Francisco, CA : Pfeiffer, 2012Description: xxxiii, 302 p. : il. byn ; 25 cmISBN:
  • 9781118096345
Subject(s): LOC classification:
  • LB1029.G3 K364 2012
Contents:
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.
List(s) this item appears in: Metodologías educativas | Economía y Educación Creativa
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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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