Play to Learn

Author: Sharon Boller
Publisher: Association for Talent Development
ISBN: 9781562867720
Release Date: 2017-03-03
Genre: Business & Economics

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.

Educational Game Design Fundamentals

Author: George Kalmpourtzis
Publisher: CRC Press
ISBN: 9781351804714
Release Date: 2018-07-11
Genre: Computers

Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Gadgets Games and Gizmos for Learning

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 0787995665
Release Date: 2007-09-24
Genre: Business & Economics

Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Learning in 3D

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 0470567759
Release Date: 2009-12-30
Genre: Business & Economics

Praise for Learning in 3D "Learning is the key to our future and powerful learning will result from immersive, interactive, and creative 3D designs. Tony O'Driscoll and Karl Kapp have written a disruptive book about a disruptive technology that we all need to explore. This is a must read!" —Elliott Masie, chair, The LearningCONSORTIUM "Karl Kapp and Tony O'Driscoll are, amazingly, both the best theorists and practitioners in using virtual worlds in every type of educational venue. Many will love their vision, but I am more hooked on their practicality and hand-holding."—Clark Aldrich, author, Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction "Kapp and O'Driscoll nailed it. The right balance of case studies, theories and practical advice for any organization pursing the use of virtual worlds for learning. If you are interested in virtual worlds for learning and collaboration, this book is for you." —David A. Manning, managing partner, Performance Development Group "The big contribution of Learning in 3D is that it provides research informed guidance and practical tips and techniques for using 3D virtual environments to achieve real business results...the case studies are outstanding." —Lisa Clune, president, Kaplan EduNeering "As the world makes its way through a period of significant change, Learning in 3D couldn't come at a better time. Today, organizations and individuals are being challenged to make the most of learning collaboratively. This book stimulates our thinking on how to maximize the impact of technology, while providing a practical blueprint—with 'revolutionary' examples—of how to bring a new dimension to learning." —John Malitoris, regional managing director, Duke Corporate Education "Tony O'Driscoll and Karl Kapp remind us that learning is the fourth dimension—and the one that really counts in collaboration. A must-read for the future of learning in environments virtual and otherwise." —Cathy Davidson, Ruth F. DeVarney Professor of English at Duke University and co-director HASTAC/MacArthur Foundation Digital Media and Learning Competition.

Immersive Learning

Author: Koreen Olbrish Pagano
Publisher: American Society for Training and Development
ISBN: 9781562868215
Release Date: 2013-09-10
Genre: Business & Economics

Numerous studies have shown the same results: Virtual practice is often as effective—or more so—as real-life practice. Why is this? Immediacy of feedback—corrective feedback at the time of error—plus the ability to control the training environments to ensure the most common or most difficult scenarios are experienced and navigated by learners. The most useful training allows learners to actually practice skills in a safe environment. In immersive learning, you can control what experiences learners have, the feedback they receive, and the opportunities they have to see both short-term and long-term consequences. Imagine the possibilities that new technologies can bring for training design! Doctors, salespeople, managers, emergency first responders—all can benefit from technology-enabled training. But how do you do it? Immersive Learning walks you through the process of designing and building immersive learning environments using the framework of the familiar ADDIE model. In this book, you will learn how to: Discover a framework for thinking in terms of immersive learning design. Outline the process of designing for immersion. See real examples of organizations that have applied these principles to solve learning and performance challenges.

The Gamification of Learning and Instruction Fieldbook

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9781118674437
Release Date: 2013-11-11
Genre: Business & Economics

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.

Computer Games for Learning

Author: Richard E. Mayer
Publisher: MIT Press
ISBN: 9780262324519
Release Date: 2014-07-18
Genre: Science

Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Serious Games

Author: David R. Michael
Publisher: Course Technology
ISBN: STANFORD:36105114525590
Release Date: 2006
Genre: Computers

Provides information on how to take entertainment game development skills and adapt them to the design of serious games for education, training, and healing.

The Multiplayer Classroom Designing Coursework as a Game

Author: Lee Sheldon
Publisher: Cengage Learning
ISBN: 9781435458451
Release Date: 2011
Genre: Education

Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professio

Digital Games and Learning

Author: Nicola Whitton
Publisher: Routledge
ISBN: 9781136216442
Release Date: 2014-03-26
Genre: Education

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Winning E Learning Proposals

Author: Karl M. Kapp
Publisher: J. Ross Publishing
ISBN: 1932159045
Release Date: 2003-05-15
Genre: Business & Economics

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 Art of Game Design

Author: Jesse Schell
Publisher: CRC Press
ISBN: 9781498759564
Release Date: 2015-09-15
Genre: Computers

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

How People Learn

Author: National Research Council
Publisher: National Academies Press
ISBN: 9780309131971
Release Date: 2000-08-11
Genre: Education

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.

Games That Teach

Author: Steve Sugar
Publisher: Pfeiffer
ISBN: 0787940186
Release Date: 1998-05-29
Genre: Business & Economics

Games are your answer! They don't want to hear you lecture. They don't want to read an instruction guide. So how can you tell them what they need to know? You want bright smiles, not bored sighs. You want them to have fun, but you want them to learn as well. GAMES are your answer! Games aren't just for kids. Games can help people learn business ideas: games can teach. Steve Sugar's adaptable designs put an end to tired, scripted business games. Sometimes you have a lot of games, but none of them ever seems to suit the occasion. Sometimes games suit the occasion, but are so rigid that the participants are bored before they've scarcely even begun. With Sugar's help, your games will always be both fitting and new. These aren't your average games. They're frame games, game shells to which you can add your own unique content. With this simple book, you'll quickly create perfect games for every setting! In this book you'll get: An abundance of uniq ue and playful games. These content-reinforcing designs will increase the smile quotient of even the most hard-to-please audience. A handy selection matrix. This tool helps you choose the games that suit your specific training needs. A simple seven-step game implementation model. This plan shows you how to customize these designs for your own use. As a student, Sugar used games to remember his schoolwork; as a teacher, he used games to energize dull lessons; as a trainer, he uses games to excite learners and accelerate learning. And now he offers you this invaluable treasury of his fluid game designs. Bring a bounty of frame game fun to your next training session or presentation!

Making Deep Games

Author: Doris C. Rusch
Publisher: CRC Press
ISBN: 9781317607700
Release Date: 2017-01-12
Genre: Computers

Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.