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ویرایش: 1
نویسندگان: Karl M. Kapp
سری:
ISBN (شابک) : 9781118096345, 2011047543
ناشر: Pfeiffer
سال نشر: 2012
تعداد صفحات: 338
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 25 مگابایت
در صورت تبدیل فایل کتاب The Gamification of Learning and Instruction به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب گیمیفیکیشن یادگیری و آموزش نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education Contents List of Figures and Tables Contents on the Web Foreword Preface Acknowledgments About the Author Contributors Chapter 1: What Is Gamification? Chapter Questions Introduction Gamification in Action What Is a Game? What Is Gamification? What Gamification Is Not Gamification Versus Serious Games Growth of Gamification Who Is Using Gamification Implications and Importance to the Future of Learning Key Takeaways Chapter 2: It\'s in the Game: Understanding Game Elements Chapter Questions Introduction Abstractions of Concepts and Reality Goals Rules Conflict, Competition, or Cooperation Time Reward Structures Feedback Levels Storytelling Curve of Interest Aesthetics Replay or Do Over Implications and Importance to the Future of Learning Key Takeaways Chapter 3: Theories Behind Gamification of Learning and Instruction Chapter Questions Introduction Motivation The Taxonomy of Intrinsic Motivation Self-Determination Theory Distributed Practice Scaffolding Episodic Memory Cognitive Apprenticeship Social Learning Theory Flow Key Takeaways Chapter 4: Research Says . . . Games Are Effective for Learning Chapter Questions Introduction Game Research Randel\'s Meta-Analysis Wolfe\'s Meta-Analysis Hays\' Meta-Analysis Vogel\'s Meta-Analysis Ke\'s Qualitative Meta-Analysis Sitzmann\'s Meta-Analysis Elements of Games Key Takeaways Chapter 5: Leveling Up: What Gamification Can Do Chapter Questions Introduction Improving Surgeon Hand-Eye Coordination Solving Problems Teaching Higher Order Skills Thinking the Unthinkable Thinking Like Your Opponent Engaging Learners in a Live Classroom Helping People Lose Weight Making Physical Therapy More Enjoyable Influencing Pro-Social Behavior Testing Knowledge and Performance Good for Young and Old Key Takeaways Chapter 6: Achiever or Killer? Player Types and Game Patterns Chapter Questions Introduction Types of Play Player Skill Levels Bartle\'s Player Types Caillois\' Patterns of Play Game Interactions Key Takeaways Chapter 7: Applying Gamification to Problem Solving Chapter Questions Introduction Differences Between Novices and Experts Turning Novices into Experts Preparing Firefi ghters Gamification of Problem Solving Key Takeaways Chapter 8: Applying Gamification to Learning Domains Chapter Questions Introduction Declarative Knowledge Conceptual Knowledge Rules-Based Knowledge Procedural Knowledge Soft Skills Affective Domain Psychomotor Domain Key Takeaways Chapter 9: Managing the Gamification Design Process Chapter Questions Introduction Development Process: ADDIE vs. Scrum Team Design Document Paper Prototyping Key Takeaways Chapter 10: Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair Chapter Questions Introduction Measurement vs. Completion Achievements Boring vs. Interesting Tasks Achievement Difficulty Goal Orientation Expected vs. Unexpected Achievements When Achievement Notification Occurs Achievement Permanence Who Can See Earned Achievements? Negative Achievements Achievements as Currency Incremental and Meta Achievements Competitive Achievements Non-Competitive Cooperative Achievements Key Takeaways Chapter 11: Perspective of a Gamer, by Nathan Kapp Chapter Questions Introduction Gamer Generation Mario Kart: Thinking Outside the Box Madden Football: Analyzing Problems RuneScape: The Art of the Deal Civilization Revolution: Balancing Resources Games vs. School Key Takeaways Chapter 12: Casual Game Site: DAU Case Study, by Alicia Sanchez Chapter Questions Introduction Games and Simulations in the Curriculum DAU Casual Games Initiative Games Portal Key Takeaways Chapter 13: Alternate Reality Games for Corporate Learning, by Koreen Olbrish Chapter Questions Introduction Zombie Apocalypse What Is an ARG? ARG Terminology Design Principles for ARGs Potential of ARGs Key Takeaways Chapter 14: If You Want to Learn More, Play Games Chapter Questions Introduction Pick a Card, Any Card—A Game of Phones Survival Master The Virtue of Gamification Next Steps Key Takeaways Glossary Notes Index