Play to Learn

Play to Learn Author Sharon Boller
ISBN-10 9781562867720
Release 2017-03-03
Pages 160
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When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.



Game Design Workbook

Game Design Workbook Author Karl Kapp
ISBN-10 1562865773
Release 2017
Pages
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Game Design Workbook has been writing in one form or another for most of life. You can find so many inspiration from Game Design Workbook also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Game Design Workbook book for free.



Winning E Learning Proposals

Winning E Learning Proposals Author Karl M. Kapp
ISBN-10 1932159045
Release 2003-05-15
Pages 336
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Winning E-Learning Proposals illustrates how to make significant profits in the competitive e-learning industry by revealing proven methods for preparing winning proposals. It provides step-by-step instructions for an effective capture strategy, designing a persuasive written proposal and creating a winning sales presentation.



The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118674437
Release 2013-11-11
Pages 480
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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.



The Gamification of Learning and Instruction

The Gamification of Learning and Instruction Author Karl M. Kapp
ISBN-10 9781118096345
Release 2012-05-01
Pages 302
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"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"--



Learning in the Age of Immediacy

Learning in the Age of Immediacy Author Brandon Carson
ISBN-10 9781562869823
Release 2017-05-26
Pages 200
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Welcome to the Age of Immediacy. We're in a new era of learning, one in which learners expect information to be available anywhere and anytime. How do you make sure your learning experiences keep up with the pace of workplace transformation? In Learning in the Age of Immediacy: 5 Factors for How We Connect, Communicate, and Get Work Done, learning strategist Brandon Carson argues that five edge technologies (augmented reality and virtual reality, the cloud, mobile, big data, and the Internet of Everything) are transforming the modern workplace, requiring new learning methods to empower the modern worker. Through real-world case studies and interviews with industry experts and business leaders, he shows how these technologies affect training's design, delivery, and evaluation. He also provides practical advice to integrate the five factors into your learning strategy, helping you answer important questions along the way: What will the workforce you support look like in the next several years? How will you provide in-the-moment learning for the streaming economy the cloud has introduced? Do you have a mobile learning strategy? (You should). And how will you use the emerging practice of data science to provide evidence of training’s value to the business? The stakes are high, and these factors could be the difference between achieving measurable results or driving your learners to seek solutions elsewhere. Use Learning in the Age of Immediacy to create a learning plan that will serve your workforce now and in the future!



The Gamification Toolkit

The Gamification Toolkit Author Kevin Werbach
ISBN-10 9781613630686
Release 2015-05-05
Pages 50
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Take your gamification efforts to the next level When The Economist covered Kevin Werbach and Dan Hunter’s new book For the Win in 2012, they referred to gamification as a “management craze.” Since then, gamification has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach’s gamification course on Coursera. Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take gamification to the next level. This brief but comprehensive ebook is a user’s guide to help you build a game—for the win.



Design Research on Learning and Thinking in Educational Settings

Design Research on Learning and Thinking in Educational Settings Author David Yun Dai
ISBN-10 9781136956300
Release 2012-04-23
Pages 312
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The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.



How People Learn

How People Learn Author Committee on Developments in the Science of Learning with additional material from the Committee on Learning Research and Educational Practice
ISBN-10 9780309070362
Release 2000-08-11
Pages 384
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First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methods--to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.



Design for How People Learn

Design for How People Learn Author Julie Dirksen
ISBN-10 9780134211527
Release 2015-11-28
Pages 304
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Products, technologies, and workplaces change so quickly today that everyone is continually learning. Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems. In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.



The Art and Science of Training

The Art and Science of Training Author Elaine Biech
ISBN-10 1607280949
Release 2016-12-01
Pages 256
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The topic is vast, the science precise, and the art so innovative. There are more similarities than differences between how artists and scientists work. Both ask countless questions. Both search in earnest for answers. Both are dedicated to reaching the best results. Not so different from today s trainers, are they? In this book Elaine Biech, one of the most highly regarded names in talent development, sets out to identify the perfect blend of content mastery and audience insight that top facilitators rely on to deliver outstanding training experiences."



Gamify

Gamify Author Brian Burke
ISBN-10 9781937134860
Release 2014-04-08
Pages 188
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Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.



Gamify Your Classroom

Gamify Your Classroom Author Matthew Farber
ISBN-10 1433135027
Release 2017-02-28
Pages
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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!



What Video Games Have to Teach Us About Learning and Literacy Second Edition

What Video Games Have to Teach Us About Learning and Literacy  Second Edition Author James Paul Gee
ISBN-10 9781466886421
Release 2014-12-02
Pages 256
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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.



How to Play Piano

How to Play Piano Author Roger Evans
ISBN-10 0312287089
Release 2001-12-10
Pages 112
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Illustrated with charts and diagrams throughout, this guide teaches the fundamentals of piano--from buying a piano and understanding its mechanisms to reading music and playing chords



Games in Libraries

Games in Libraries Author Breanne A. Kirsch
ISBN-10 9780786474912
Release 2014-01-28
Pages 248
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"This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"--



Technologies for E Learning and Digital Entertainment

Technologies for E Learning and Digital Entertainment Author Zhigeng Pan
ISBN-10 9783540697343
Release 2008-07-07
Pages 791
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This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.