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The Gamification of Learning and Instruction Fieldbook: Ideas into Practice

Book Description

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.

Table of Contents

  1. Cover
  2. Contents
  3. Title
  4. Copyright
  5. Dedication
  6. Website Contents
  7. Figures, Tables, and Exhibits
  8. Foreword
  9. About the Authors
  10. About the Contributors
  11. Chapter 1: How to Read and Use This Fieldbook
    1. Introduction
    2. Key Definition
    3. Why This Book?
    4. What’s Coming in This Book
    5. The Best Way to Read This Book
    6. Continuing the Discussion
  12. Section I: Getting Started
    1. Chapter 2: Why Games, Gamification, and Simulations for Learning?
      1. Chapter Questions
      2. Introduction
      3. Wrong Reasons
      4. Right Reasons
      5. Questions to Ponder
      6. Ensuring Success
      7. Key Takeaways
    2. Chapter 3: Game, Gamification, or Simulation: Which Is Best, When, Why?
      1. Chapter Questions
      2. Introduction
      3. Games
      4. Gamification
      5. Simulations
      6. Selecting the Right ILE
      7. Key Takeaways
    3. Chapter 4: Critical Questions for Creating an Interactive Learning Event
      1. Chapter Questions
      2. Introduction
      3. Foundational Questions
      4. Practical Questions
      5. Scoring and Assessment Questions
      6. Game Play Questions
      7. Key Takeaways
  13. Section II: Basic Elements
    1. Chapter 5: Foundational Elements
      1. Chapter Questions
      2. Introduction
      3. Feedback
      4. Constructs
      5. Challenge
      6. Story
      7. Key Takeaways
    2. Chapter 6: The Importance of Narrative/Context/Story
      1. Chapter Questions
      2. Introduction
      3. Overview of Storytelling
      4. Elements of Storytelling
      5. How Is Storytelling Different in ILEs?
      6. The Goal-Based Scenario
      7. The Role of Reality
      8. The Predictable Unexpected
      9. Architecting Your Story
      10. Key Takeaways
    3. Chapter 7: Making the Case
      1. Chapter Questions
      2. Introduction
      3. Research-Based Justification
      4. Return on Investment Justification
      5. 1. Identify the Need
      6. 2. Determine Sponsor’s Goals
      7. 3. Decide How to Measure
      8. 4. Dollarize the Measurements
      9. 5. Conduct a Baseline Assessment
      10. 6. Implement and Deliver the Game, Gamification, or Simulation
      11. 7. Gather Post-Learning Data and Data from the Control Group
      12. 8. Determine the Return
      13. Stealth Justification
      14. Key Takeaways
    4. Chapter 8: Managing the Process
      1. Chapter Questions
      2. Introduction
      3. The Process Required to Produce an Educational Game
      4. Tips for a First-Time Producer
      5. Key Takeaways
  14. Section III: Design Considerations
    1. Chapter 9: Where to Find Ideas
      1. Chapter Questions
      2. Introduction
      3. Play Games
      4. Brainstorming Techniques
      5. Shazam Session
      6. Sharing Output
      7. Key Takeaways
    2. Chapter 10: Games
      1. Chapter Questions
      2. Introduction
      3. Designing a Game From Start to Finish
      4. Wireframing
      5. One-Page Design
      6. Paper Prototyping
      7. Storyboards
      8. Design Document
      9. Key Takeaways
    3. Chapter 11: Gamification
      1. Chapter Questions
      2. Introduction
      3. Controversial Nature of Gamification
      4. Structural Gamification
      5. Avoid Learners Gaming the System
      6. Content Gamification
      7. Key Takeaways
    4. Chapter 12: Simulations
      1. Chapter Questions
      2. Introduction
      3. Why Simulations Are Valuable for Learning
      4. Designing a Simulation
      5. The Illusion of Complexity
      6. Using Flowcharts
      7. Storytelling for Simulations
      8. Creating Decisions for Simulations
      9. Creating Simulation Feedback
      10. Simulation Design Tool
      11. Key Takeaways
  15. Section IV: Development
    1. Chapter 13: Technology Tools
      1. Chapter Questions
      2. Introduction
      3. Developing an Interactive Learning Experience
      4. Development Terms
      5. Template-Based Authoring Tools/Arcade-Style Games
      6. Game Engines
      7. Other Development Tools
      8. Mobile Games
      9. Adding Leaderboards or Badges
      10. Key Takeaways
    2. Chapter 14: Storyboarding
      1. Chapter Questions
      2. Introduction
      3. Why Storyboarding Is Important
      4. The Storyboarding Process
      5. Storyboarding in Action
      6. Storyboarding Simulations
      7. Storyboarding Techniques
      8. Key Takeaways
  16. Section V: Case Studies
    1. Chapter 15: The Knowledge Guru
      1. Background
      2. The Challenge
      3. Why Game or Gamification?
      4. Making the Case
      5. The Solution
      6. The Benefits and Results
      7. Lessons Learned
    2. Chapter 16: A Board Game: MPE
      1. Background
      2. The Challenge
      3. Why a Game?
      4. Making the Case
      5. The Solution
      6. The Benefits
      7. The Results
      8. Lessons Learned
    3. Chapter 17: Mobile Gamification: Mobile Cricket U
      1. Background
      2. The Challenge
      3. Why Gamification?
      4. Making the Case
      5. The Solution
      6. The Benefits
      7. Lessons Learned
    4. Chapter 18: Serious Game: Learning to Negotiate
      1. Background
      2. The Challenge
      3. Why a Game?
      4. The Solution
      5. The Benefits
      6. The Results
      7. Lessons Learned
    5. Chapter 19: Structural Gamification for On-Boarding Employees
      1. Background
      2. The Challenge
      3. Why Gamification?
      4. Making the Case
      5. The Solution
      6. The Results
      7. Summary
      8. Lessons Learned
    6. Chapter 20: Medical Simulation
      1. Background
      2. The Challenge
      3. Why a Simulation?
      4. Making the Case
      5. The Solution
      6. The Results
      7. Lessons Learned
    7. Chapter 21: Financial Game-Based Learning
      1. Background
      2. The Challenge
      3. Why a Game?
      4. Making the Case
      5. The Solution
      6. The Benefits
      7. The Results
      8. Lessons Learned
    8. Chapter 22: Sales Training Game: An Avaya Case
      1. Background
      2. Why a Game-Based Simulation?
      3. The Solution
      4. Benefits and Results
      5. Lessons Learned
  17. Glossary
  18. Index
  19. About ASTD