The gamification of learning and instruction: game-based methods and strategies for training and education game-based methods and strategies for training and education Karl M. Kapp.

By: Kapp, Karl M, 1967-Material type: TextTextPublisher: San Francisco, CA : Pfeiffer, [2012]Description: xxxiii, 302 pages : illustrations ; 25 cmISBN: 9781118096345 Subject(s): Educational games | Simulation games in education | Computer-assisted instruction | BUSINESS & ECONOMICS / Human Resources & Personnel ManagementDDC classification: 371.334 Summary: "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"--
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Item type Current location Home library Collection Shelving location Call number Status Date due Barcode Item holds
Book Book Central Library (CL)
Central Library (CL)
NFIC General Stacks 371.334 KAP (Browse shelf) Available SEECS011891
Total holds: 0

Includes bibliographical references (pages 285-295) and index.

"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"--

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