Gadgets Games and Gizmos for Learning

Gadgets  Games and Gizmos for Learning
Author: Karl M. Kapp
Publsiher: John Wiley & Sons
Total Pages: 448
Release: 2007-09-24
Genre: Business & Economics
ISBN: 0787995665

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Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Design and Implementation of Educational Games Theoretical and Practical Perspectives

Design and Implementation of Educational Games  Theoretical and Practical Perspectives
Author: Zemliansky, Pavel,Wilcox, Diane
Publsiher: IGI Global
Total Pages: 540
Release: 2010-04-30
Genre: Medical
ISBN: 9781615207824

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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.

The Gamification of Learning and Instruction

The Gamification of Learning and Instruction
Author: Karl M. Kapp
Publsiher: John Wiley & Sons
Total Pages: 340
Release: 2012-04-13
Genre: Business & Economics
ISBN: 9781118191989

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"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

Gadgets Games and Gizmos

Gadgets  Games and Gizmos
Author: Jean-Marie Donat
Publsiher: Summersdale
Total Pages: 0
Release: 2017-10-12
Genre: Technology & Engineering
ISBN: 1786850710

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Discover the designs behind some of the most amazing inventions ever imagined. This book contains original drawings submitted to the patent office for such indispensable items as the paperclip, the ballpoint pen and the umbrella, as well as technological marvels like the space suit, the floppy disk and the Polaroid camera - and not forgetting fun and frivolous things like the Barbie doll, the skateboard and the Game Boy. Expand your knowledge and inspire your inner inventor with this fully illustrated guide to the everyday gadgets, games and gizmos that changed the world!

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

Handbook of Research on Improving Learning and Motivation through Educational Games  Multidisciplinary Approaches
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 1462
Release: 2011-04-30
Genre: Education
ISBN: 9781609604967

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"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.

Learning Online with Games Simulations and Virtual Worlds

Learning Online with Games  Simulations  and Virtual Worlds
Author: Clark Aldrich
Publsiher: John Wiley & Sons
Total Pages: 136
Release: 2009-10-01
Genre: Education
ISBN: 9780470596579

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Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." Rick Van Sant, professor of learning and technology, Ferris State University

E Learning and Social Networking Handbook

E Learning and Social Networking Handbook
Author: Anonim
Publsiher: Routledge
Total Pages: 205
Release: 2024
Genre: Electronic Book
ISBN: 9781134092864

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E learning and Social Networking Handbook

E learning and Social Networking Handbook
Author: Frank Rennie,Tara M. Morrison
Publsiher: Routledge
Total Pages: 210
Release: 2013
Genre: Computers
ISBN: 9780415503761

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Digital resources--from games to blogs to social networking--are strong forces in education today, but how can those tools be effectively utilized by educators and course designers in higher education? Filled with practical advice, the e-Learning and Social Networking Handbook, Second Edition provides a comprehensive overview of online learning tools and offers strategies for using these resources in course design, highlighting some of the most relevant and challenging topics in e-learning today, including: * using social networking for educational purposes * designing for a distributed environment * strengths and weaknesses of delivering content in various formats (text, audio, and video) * potential constraints on course design * implementation, evaluation, induction, and training Illustrated by short, descriptive case studies, the e-Learning and Social Networking Handbook, Second Edition also directs the reader to useful resources that will enhance their course design. This helpful guide will be invaluable to all those involved in the design and delivery of online learning in higher education.