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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"--
681.3*K3 --- 681.3*K80 --- 484.52 --- Jeux Spelen --- Apprentissage Leerproces --- 681.3*K3 Computers and education --- Computers and education --- Computer science--?*K80 --- Computerondersteund onderwijs (c.o.o.); algemeen --- Didactic strategies --- audiovisuele opvoeding --- Gamification --- Computer-assisted instruction --- Educational games --- Simulation games in education --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Simulation games --- Simulation methods --- Data processing
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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.
Educational games. --- Computer-assisted instruction. --- Computer games --- Education --- Technological innovations --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Instructive games --- Training games --- Games --- Design. --- Effect of technological innovations on. --- Data processing --- Simulation methods --- Design --- Video games
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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."--Provided by the publisher
Didactic strategies --- audiovisuele opvoeding --- 65.012.4 --- Vaardigheden talenten zelfontwikkeling zelfontplooiing creativiteit --- Management. Directorate. Technique and methods of management --- 65.012.4 Management. Directorate. Technique and methods of management --- Computer-assisted instruction --- Educational games --- Employees --- Simulation games in education --- 527 --- Games --- gamedesign --- onderwijs --- simulaties --- Education --- Educational gaming --- Gaming, Educational --- Employee development --- Employee training --- Employees, Training of --- In-service training --- Inservice training --- On-the-job training --- Training of employees --- Training within industry --- Vestibule schools --- Occupational training --- Employer-supported education --- Instructive games --- Training games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Training of --- informatica - specifieke toepassingen --- Simulation games --- Simulation methods --- Data processing
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Microlearning. Is it a text message or a video? Does it need to be shorter than five minutes? Do you just “chunk” a longer course into smaller pieces? Find the answers to these and other questions in this concise, comprehensive, and first-of-its-kind resource that will accommodate the most- and least-informed about microlearning. Gleaning insights from research, theory, and practice, authors Karl M. Kapp and Robyn A. Defelice debunk the myths around microlearning and present their universal definition. In Microlearning: Short and Sweet, they go beyond the hypothetical and offer tips on putting microlearning into action. [Text from the publisher's website]
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Your Microlearning Primer Microlearning. Is it a text message or a video? Does it need to be shorter than five minutes? Do you just “chunk” a longer course into smaller pieces? Find the answers to these and other questions in this concise, comprehensive, and first-of-its-kind resource that will accommodate the most- and least-informed about microlearning. Gleaning insights from research, theory, and practice, authors Karl M. Kapp and Robyn A. Defelice debunk the myths around microlearning and present their universal definition. In Microlearning: Short and Sweet , they go beyond the hypothetical and offer tips on putting microlearning into action. Recognizing what makes microlearning effective is critical to avoiding costly, wasteful investments in the latest learning trend or newest shiny object. Only by understanding the nuances behind it can you decide what format and style suits your needs. Whether you are creating an individual product or a series of learning solutions, you need to follow a well-designed plan. This book guides readers through how, when, and why to design, develop, implement, and evaluate microlearning. Case studies punctuate what works and what doesn’t. User-friendly and highly accessible, this book is a must-have for instructional designers and anyone interested in microlearning.
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This book offers an ideal resource for those responsible for teaching the next generation of learning on the Internet. It describes how learning needs to be adapted to 3D environments and includes the tools learning and development professionals will need in order to advance 3D learning within their organizations. The author also describes how the merger of learning and work will shape future 3D environments. As 3D worlds allow workers to create and collaborate, soon those virtual creations can have serious impact on physical production of goods.
Organizational learning. --- Computer networks. --- Organizational change.
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Employees --- Video gamers as businesspeople --- Knowledge management --- Training of&delete& --- Technological innovations
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