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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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