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دانلود کتاب The Gamification of Learning and Instruction

دانلود کتاب گیمیفیکیشن یادگیری و آموزش

The Gamification of Learning and Instruction

مشخصات کتاب

The Gamification of Learning and Instruction

ویرایش: 1 
نویسندگان:   
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 

قیمت کتاب (تومان) : 70,000



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فهرست مطالب

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




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