The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education


Karl M. Kapp - 2012
    He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group

The Online Teaching Survival Guide: Simple and Practical Pedagogical Tips


Judith V. Boettcher - 2010
    Written by two pioneers in distance education, this guidebook presents practical instructional strategies spread out over a four-phase timeline that covers the lifespan of a course. The book includes information on a range of topics such as course management, social presence, community building, and assessment. Based on traditional pedagogical theory, The Online Teaching Survival Guide integrates the latest research in cognitive processing and learning outcomes. Faculty with little knowledge of educational theory and those well versed in pedagogy will find this resource essential for developing their online teaching skills. Praise for The Online Teaching Survival Guide"At a time when resources for training faculty to teach online are scarce, Judith Boettcher and Rita-Marie Conrad have presented a must-read for all instructors new to online teaching. By tying best practices to the natural rhythms of a course as it unfolds, instructors will know what to do when and what to expect. The book is a life raft in what can be perceived as turbulent and uncharted waters." --Rena M. Palloff and Keith Pratt, program directors and faculty, Teaching in the Virtual Classroom Program, Fielding Graduate University"Developed from years of experience supporting online faculty, Judith Boettcher and Rita-Marie Conrad's book provides practical tips and checklists that should especially help those new to online teaching hit the ground running." --Karen Swan, Stukel Distinguished Professor of Educational Leadership, University of Illinois Springfield"This book blends a fine synthesis of research findings with plenty of practical advice. This book should be especially valuable for faculty teaching their first or second course online. But any instructor, no matter how experienced, is likely to find valuable insights and techniques." --Stephen C. Ehrmann, director, Flashlight Program for the Study and Improvement of Educational Uses of Technology; vice president, The Teaching, Learning, and Technology Group

Telling Ain't Training


Harold D. Stolovitch - 2002
    This book tackles the three universal and persistent questions of the profession: How do learners learn? Why do learners learn? And how do you make sure that learning sticks?

Design for How People Learn


Julie Dirksen - 2011
    Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.

E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning [With CDROM]


Richard E. Mayer - 2002
    Mayer-- internationally-recognized experts in the field of e-learning--offer essential information and guidelines for selecting, designing, and developing asynchronous and synchronous e-learning courses that build knowledge and skills for workers learning in corporate, government, and academic settings. In addition to updating research in all chapters, two new chapters and a CD with multimedia examples are included.

Teaching Online: A Practical Guide


Susan Ko - 2001
    This updated edition has been fully revamped and reflects important changes that have occurred since the second edition's publication. A leader in the online field, this best- selling resource maintains its reader friendly tone and offers exceptional practical advice, new teaching examples, faculty interviews, and an updated resource section.New to this edition:new chapter on how faculty and instructional designers can work collaboratively expanded chapter on Open Educational Resources, copyright, and intellectual property more international relevance, with global examples and interviews with faculty in a wide variety of regions new interactive Companion Website that invites readers to post questions to the author, offers real-life case studies submitted by users, and includes an updated, online version of the resource section.Focusing on the "how" and "whys" of implementation rather than theory, this text is a must-have resource for anyone teaching online or for students enrolled in Distance Learning and Educational Technology Masters Programs.

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

The Non-Designer's Design Book


Robin P. Williams - 2003
    Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.

Small Teaching Online: Applying Learning Science in Online Classes


Flower Darby - 2019
    Instructors face unique and specific challenges when teaching an online course. This book offers small teaching strategies that will positively impact the online classroom.This book outlines practical and feasible applications of theoretical principles to help your online students learn. It includes current best practices around educational technologies, strategies to build community and collaboration, and minor changes you can make in your online teaching practice, small but impactful adjustments that result in significant learning gains.Explains how you can support your online students Helps your students find success in this non-traditional learning environment Covers online and blended learning Addresses specific challenges that online instructors face in higher education Small Teaching Online presents research-based teaching techniques from an online instructional design expert and the bestselling author of Small Teaching.

Actionable Gamification: Beyond Points, Badges, and Leaderboards


Yu-kai Chou - 2015
    Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.

Kirkpatrick's Four Levels of Training Evaluation


James D. Kirkpatrick - 2016
    Ask any group of trainers whether they rely on the model's four levels Reaction, Learning, Behavior, and Results in their practice, and you'll get an enthusiastic affirmation. But how many variations of Kirkpatrick are in use today? And what number of misassumptions and faulty practices have crept in over 60 years? The reality is: Quite a few. James and Wendy Kirkpatrick have written Kirkpatrick's Four Levels of Training Evaluation to set the record straight. Delve into James and Wendy's new findings that, together with Don Kirkpatrick's work, create the New World Kirkpatrick Model, a powerful training evaluation methodology that melds people with metrics. In Kirkpatrick's Four Levels of Training Evaluation, discover a comprehensive blueprint for implementing the model in a way that truly maximizes your business's results. Using these innovative concepts, principles, techniques, and case studies, you can better train people, improve the way you work, and, ultimately, help your organization meet its most crucial goals.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

On Writing Well: The Classic Guide to Writing Nonfiction


William Zinsser - 1976
    It is a book for everybody who wants to learn how to write or who needs to do some writing to get through the day, as almost everybody does in the age of e-mail and the Internet. Whether you want to write about people or places, science and technology, business, sports, the arts or about yourself in the increasingly popular memoir genre, On Writing Well offers you fundamental priciples as well as the insights of a distinguished writer and teacher. With more than a million copies sold, this volume has stood the test of time and remains a valuable resource for writers and would-be writers.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

The Big Book of Humorous Training Games


Doni Tamblyn - 2000
    Step-by-step instructions work with dozens of reproducible handouts and worksheets help trainers and speakers minimize preparation time­­and maximized training success.