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Index
Cover
Contents
Title
Copyright
List of Figures and Tables
Contents on the Web
Foreword by Kevin Kruse
Preface
Acknowledgments
About the Author
Contributors
Chapter 1: What is Gamification?
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
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
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
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
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?
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
Introduction
Differences Between Novices and Experts
Turning Novices into Experts
Preparing Firefighters
Gamification of Problem Solving
Key Takeaways
Chapter 8: Applying Gamification to Learning Domains
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
Introduction
Development Process: ADDIE vs. Scrum
Team
Design Document
Paper Prototyping
Key Takeaways
Chapter 10: Congratulations! Selecting the Right In-Game Achievements
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
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 Games Site: DAU Case Study
Introduction
Games and Simulations in the Curriculum
DAU Casual Games Initiative
Games Portal
Key Takeaways
Chapter 13: Alternate Reality Games for Corporate Learning
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
Introduction
Pick a Card, Any Card—A Game of Phones
Survival Master
The Virtue of Gamification
Next Steps
Key Takeaways
Glossary
Index
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