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.

Book Reviews

Author:
Publisher:
ISBN: OCLC:1051849613
Release Date: 2018
Genre:

Abstract: This article is a review of Play to Learn: Everything You Need to Know about Designing Effective Learning Games . Based on the workshop that instructional game design experts Sharon Boller and Karl Kapp have been leading for years and intended for instructional designers with little to no experience in game design, Play to Learn presents a comprehensive overview of the major components of both games and the process of designing them in this step‐by‐step guide.

Simulation and Gaming

Author: Dragan Cvetković
Publisher: BoD – Books on Demand
ISBN: 9789535138037
Release Date: 2018-02-14
Genre: Computers

The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.

Designing Effective Instructional Tasks for Physical Education and Sports

Author: David Charles Griffey
Publisher: Human Kinetics
ISBN: 0736041753
Release Date: 2007
Genre: Education

Use Designing Effective Instructional Tasks for Physical Education and Sportsto -understand contemporary perspectives about learning, -create learning tasks that will motivate participants, and -design tasks for use with participants of all ages and abilities. There's more to helping participants develop motor skills than just coming up with relevant drills; if you want participants to succeed, you need to structure learning tasks to keep them interested, motivated, and engaged. But, while there are many resources available to help teachers and coaches improve their curriculum, teaching skills, and management, little has been written about the critical issue of effective task design . . . until now. Designing Effective Instructional Tasks for Physical Education and Sportsprovides future and practicing teachers and coaches with sound principles and practical tips for designing effective tasks for their students and athletes. The book differentiates between skills (the desired motor, fitness, cognitive, or social outcomes) and tasks (the instructional activities used in teaching each skill). Focusing primarily on motor skills, the book explains how to -analyze each skill being taught; -structure tasks to promote success; -develop tasks that are fun, engaging, and safe; -design tasks that stimulate cognitive engagement; and -assess participants' learning as part of the task. The text takes the most current research on learning and teaching movement activity and translates it into practical, down-to-earth suggestions for coaches and teachers. Using examples both in the gym and on the playing field, the book shows teachers and coaches alike how to develop instructional tasks that will keep participants interested and engaged--ultimately helping them to succeed. Loaded with student-friendly features, this book is an ideal resource for physical education and coaching methods or pedagogy courses. Each chapter includes a statement of objectives, learning activities, a summary, and extensive references. Effective task design is at the heart of effective teaching. Use Designing Effective Instructional Tasks for Physical Education and Sportsto learn how to create tasks that increase your participants' chances of success.

Design Research on Learning and Thinking in Educational Settings

Author: David Yun Dai
Publisher: Routledge
ISBN: 9781136956300
Release Date: 2012-04-23
Genre: Education

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.

Technologies for E Learning and Digital Entertainment

Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 9783540697343
Release Date: 2008-07-07
Genre: Computers

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.

Games in Libraries

Author: Breanne A. Kirsch
Publisher: McFarland
ISBN: 9780786474912
Release Date: 2014-01-28
Genre: Language Arts & Disciplines

"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.]"--

Handbook of Research on Effective Electronic Gaming in Education

Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 9781599048116
Release Date: 2008-07-31
Genre: Technology & Engineering

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 9781609604967
Release Date: 2011-04-30
Genre: Education

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

End to End Game Development

Author: Nick Iuppa
Publisher: Taylor & Francis
ISBN: 9781136137174
Release Date: 2012-10-12
Genre: Art

You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.

The Gamification of Learning and Instruction Fieldbook

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9781118677247
Release Date: 2013-10-11
Genre: Business & Economics

Following Karl Kapp's earlier book The Gamification ofLearning and Instruction,this Fieldbook provides a step-by-step approach toimplementing the concepts fromthe Gamification book with examples, tips, tricks,and worksheets to help a learning professional or faculty memberput the ideas into practice. The Online Workbook, designed largelyfor students using the original book as a textbook, includesquizzes, worksheets and fill-in-the-blank areas that will help astudent to better understand the ideas, concepts and elements ofincorporating gamification into learning.

Gamification with Moodle

Author: Natalie Denmeade
Publisher: Packt Publishing Ltd
ISBN: 9781785286810
Release Date: 2015-10-20
Genre: Computers

Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.