Play to Learn

Play to Learn Author Sharon Boller
ISBN-10 9781562867720
Release 2017-03-03
Pages 160
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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.



The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118674437
Release 2013-11-11
Pages 480
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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.



The Gamification of Learning and Instruction

The Gamification of Learning and Instruction Author Karl M. Kapp
ISBN-10 9781118096345
Release 2012-05-01
Pages 302
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"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"--



Winning E Learning Proposals

Winning E Learning Proposals Author Karl M. Kapp
ISBN-10 1932159045
Release 2003-05-15
Pages 336
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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 Multiplayer Classroom Designing Coursework as a Game

The Multiplayer Classroom  Designing Coursework as a Game Author Lee Sheldon
ISBN-10 9781435458451
Release 2011
Pages 304
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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



Ready Set Curate

Ready  Set  Curate Author Ben Betts
ISBN-10 9781607282792
Release 2015-12-18
Pages 120
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Good content is everywhere. In our digital world we are content rich, but quality poor. Good content surrounds us, but it begs to be collected, transformed, and shared. And who better to distill and dismantle it for the benefit of learning communities than today’s learning and development professional? Curation isn’t novel in itself, and there’s much to learn from the successes of others. News sites commonly curate stories adding their own analysis. Retailers and marketers crowdsource ideas from consumers. Businesses build curation strategies to leverage product reviews. Ready, Set, Curate shows you how to elevate the most important content from an endless sea of learning information and offers strategies to better connect with your audience. Using case studies and relevant examples, eight curation experts share tips and best practices for creating a curation strategy and collecting content that is relevant to your learning communities.



How People Learn

How People Learn Author National Research Council
ISBN-10 9780309131971
Release 2000-08-11
Pages 384
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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.



Interface Design for Learning

Interface Design for Learning Author Dorian Peters
ISBN-10 9780133365511
Release 2013-11-26
Pages 272
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In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren’t enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in “Personal Learning Environments.” Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you’ll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.



Design Research on Learning and Thinking in Educational Settings

Design Research on Learning and Thinking in Educational Settings Author David Yun Dai
ISBN-10 9781136956300
Release 2012-04-23
Pages 312
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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.



The New Landscape of Mobile Learning

The New Landscape of Mobile Learning Author Charles Miller
ISBN-10 9781136265761
Release 2014-02-24
Pages 374
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The New Landscape of Mobile Learning is the first book to provide a research based overview of the largely untapped array of potential tools that m-Learning offers educators and students in face-to-face, hybrid, and distance education. This cutting edge guide provides: • An essential explanation of the emergence and role of Apps in education • Design guidelines for educational Apps • Case studies and student narratives from across the US describing successful App integration into both K-12 and Higher Education • Robust, research-based evaluation criteria for educational Apps Although many believe that Apps have the potential to create opportunities for transformative mobile education, a disparity currently exists between the individuals responsible for creating Apps (i.e. developers who often have little to no instructional experience) and the ultimate consumers in the classroom (i.e. K-20 educators and students). The New Landscape of Mobile Learning bridges this gap by illuminating critical design, integration, and evaluation narratives from leaders in the instructional design, distance education, and mobile learning fields.



The Art and Science of Training

The Art and Science of Training Author Elaine Biech
ISBN-10 9781607280958
Release 2016-12-01
Pages 304
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There are more similarities than differences between how artists and scientists work. Both ask countless questions. Both search in earnest for answers. Both are dedicated to reaching the best results. Not so different from today's trainers, are they? Elaine Biech, one of the most highly regarded names in talent development, has set out to identify the perfect blend of content mastery and audience insight. The result is this highly informative book.The Art and Science of Training presents the science for learning and development, but it also emphasizes that training success lies in knowing what to do when things don't go as planned. Discover how top facilitators always put learners first, even when faced with exceptions to the rule—the unwilling learner, the uninformed supervisor, the inappropriate delivery medium, or the unmanageable performance challenge. And learn why you must understand people, not only content, to ensure consistently exceptional learning experiences. Science is both a body of knowledge and a process. Art is the expression of creativity and imagination. Where they intersect is the best way to help others learn and grow.



Gamify Your Classroom

Gamify Your Classroom Author Matthew Farber
ISBN-10 1433135027
Release 2017-02-28
Pages
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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!



The New Social Learning 2nd Edition

The New Social Learning  2nd Edition Author Tony Bingham
ISBN-10 9781562869960
Release 2015-06-15
Pages 352
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“Social learning is a fundamental shift in how people work leveraging how we have always worked, now with new, more humanizing tools, accelerating individual and collective reach, giving us the resources to create the organization, and the world, we want to live in.” In this newly revised and updated edition of The New Social Learning, Tony Bingham and Marcia Conner dispel organizational myths and fears about social media. By sharing the success stories of socially engaged companies and people, the much-anticipated second edition persuasively makes the case for using social media to encourage knowledge transfer and real-time learning in a connected and engaging way. As Steve LeBlanc noted, “Social learning thrives in a culture of service and wonder. It is inspired by leaders, enabled by technology, and ignited by opportunities that have only recently unfolded.” Brand-new case studies about innovative organizations such as Boston Children s Hospital, National Australian Bank, LAZ Parking, Sanofi Pasteur, Cigna, CENTURY 21, and Roche Pharmaceuticals illustrate cutting-edge social learning approaches that cultivate environments where great people can do their best work. The New Social Learning lays the foundation for improving the way you engage with colleagues, collaborate with teams anywhere in the world, and build workforce capability. Take the next step to connect skills and knowledge and move your own organization forward as you reclaim and revolutionize workplace learning.



Designing Online Information Literacy Games Students Want to Play

Designing Online Information Literacy Games Students Want to Play Author Karen Markey
ISBN-10 9780810891432
Release 2014-03-12
Pages 302
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Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.



Design and Implementation of Educational Games Theoretical and Practical Perspectives

Design and Implementation of Educational Games  Theoretical and Practical Perspectives Author Zemliansky, Pavel
ISBN-10 9781615207824
Release 2010-04-30
Pages 540
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"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.



Computer Games for Learning

Computer Games for Learning Author Richard E. Mayer
ISBN-10 9780262027571
Release 2014-07-18
Pages 281
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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.



Technologies for E Learning and Digital Entertainment

Technologies for E Learning and Digital Entertainment Author Zhigeng Pan
ISBN-10 9783540697343
Release 2008-07-07
Pages 791
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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.