You are previewing The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education.
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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education

Book Description

Praise for The Gamification of Learning and Instruction

"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." —Anders Gronstedt, president, Gronstedt Group

"After reading this book, you'll never be able to design boring learning again." —Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog

"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." —Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning

"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." —Rich Mesch, experiential learning guru, Performance Development Group

Table of Contents

  1. Cover
  2. Contents
  3. Title
  4. Copyright
  5. List of Figures and Tables
  6. Contents on the Web
  7. Foreword by Kevin Kruse
  8. Preface
  9. Acknowledgments
  10. About the Author
  11. Contributors
  12. Chapter 1: What is Gamification?
    1. Introduction
    2. Gamification in Action
    3. What is a Game?
    4. What is Gamification?
    5. What Gamification is Not
    6. Gamification Versus Serious Games
    7. Growth of Gamification
    8. Who is Using Gamification?
    9. Implications and Importance to the Future of Learning
    10. Key Takeaways
  13. Chapter 2: It’s in the Game: Understanding Game Elements
    1. Introduction
    2. Abstractions of Concepts and Reality
    3. Goals
    4. Rules
    5. Conflict, Competition, or Cooperation
    6. Time
    7. Reward Structures
    8. Feedback
    9. Levels
    10. Storytelling
    11. Curve of Interest
    12. Aesthetics
    13. Replay or Do Over
    14. Implications and Importance to the Future of Learning
    15. Key Takeaways
  14. Chapter 3: Theories Behind Gamification of Learning and Instruction
    1. Introduction
    2. Motivation
    3. The Taxonomy of Intrinsic Motivation
    4. Self-Determination Theory
    5. Distributed Practice
    6. Scaffolding
    7. Episodic Memory
    8. Cognitive Apprenticeship
    9. Social Learning Theory
    10. Flow
    11. Key Takeaways
  15. Chapter 4: Research Says . . . Games Are Effective for Learning
    1. Introduction
    2. Game Research
    3. Randel’s Meta-Analysis
    4. Wolfe’s Meta-Analysis
    5. Hays’ Meta-Analysis
    6. Vogel’s Meta-Analysis
    7. Ke’s Qualitative Meta-Analysis
    8. Sitzmann’s Meta-Analysis
    9. Elements of Games
    10. Key Takeaways
  16. Chapter 5: Leveling Up: What Gamification Can Do
    1. Introduction
    2. Improving Surgeon Hand-Eye Coordination
    3. Solving Problems
    4. Teaching Higher Order Skills
    5. Thinking the Unthinkable
    6. Thinking Like Your Opponent
    7. Engaging Learners in a Live Classroom
    8. Helping People Lose Weight
    9. Making Physical Therapy More Enjoyable
    10. Influencing Pro-Social Behavior
    11. Testing Knowledge and Performance
    12. Good for Young and Old
    13. Key Takeaways
  17. Chapter 6: Achiever or Killer?
    1. Introduction
    2. Types of Play
    3. Player Skill Levels
    4. Bartle’s Player Types
    5. Caillois’ Patterns of Play
    6. Game Interactions
    7. Key Takeaways
  18. Chapter 7: Applying Gamification to Problem Solving
    1. Introduction
    2. Differences Between Novices and Experts
    3. Turning Novices into Experts
    4. Preparing Firefighters
    5. Gamification of Problem Solving
    6. Key Takeaways
  19. Chapter 8: Applying Gamification to Learning Domains
    1. Introduction
    2. Declarative Knowledge
    3. Conceptual Knowledge
    4. Rules-Based Knowledge
    5. Procedural Knowledge
    6. Soft Skills
    7. Affective Domain
    8. Psychomotor Domain
    9. Key Takeaways
  20. Chapter 9: Managing the Gamification Design Process
    1. Introduction
    2. Development Process: ADDIE vs. Scrum
    3. Team
    4. Design Document
    5. Paper Prototyping
    6. Key Takeaways
  21. Chapter 10: Congratulations! Selecting the Right In-Game Achievements
    1. Introduction
    2. Measurement vs. Completion Achievements
    3. Boring vs. Interesting Tasks
    4. Achievement Difficulty
    5. Goal Orientation
    6. Expected vs. Unexpected Achievements
    7. When Achievement Notification Occurs
    8. Achievement Permanence
    9. Who Can See Earned Achievements?
    10. Negative Achievements
    11. Achievements as Currency
    12. Incremental and Meta Achievements
    13. Competitive Achievements
    14. Non-Competitive Cooperative Achievements
    15. Key Takeaways
  22. Chapter 11: Perspective of a Gamer
    1. Introduction
    2. Gamer Generation
    3. Mario Kart: Thinking Outside the Box
    4. Madden Football: Analyzing Problems
    5. RuneScape: The Art of the Deal
    6. Civilization Revolution: Balancing Resources
    7. Games vs. School
    8. Key Takeaways
  23. Chapter 12: Casual Games Site: DAU Case Study
    1. Introduction
    2. Games and Simulations in the Curriculum
    3. DAU Casual Games Initiative
    4. Games Portal
    5. Key Takeaways
  24. Chapter 13: Alternate Reality Games for Corporate Learning
    1. Introduction
    2. Zombie Apocalypse
    3. What is an ARG?
    4. ARG Terminology
    5. Design Principles for ARGs
    6. Potential of ARGs
    7. Key Takeaways
  25. Chapter 14: If You Want to Learn More, Play Games
    1. Introduction
    2. Pick a Card, Any Card—A Game of Phones
    3. Survival Master
    4. The Virtue of Gamification
    5. Next Steps
    6. Key Takeaways
  26. Glossary
  27. Index