The Gamification of Learning and Instruction Fieldbook

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The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook

Ideas into Practice

  • Author: Karl M. Kapp
  • Publisher: John Wiley & Sons
  • ISBN: 111867443X
  • Category: Business & Economics
  • Page: 480
  • View: 4935
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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.

Play to Learn

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Play to Learn

Play to Learn

Everything You Need to Know About Designing Effective Learning Games

  • Author: Sharon Boller,Karl Kapp
  • Publisher: Association for Talent Development
  • ISBN: 1562867725
  • Category: Business & Economics
  • Page: 160
  • View: 2513
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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.

Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Healthcare Applications

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Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Healthcare Applications

Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Healthcare Applications

10th International Conference, DHM 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings

  • Author: Vincent G. Duffy
  • Publisher: Springer
  • ISBN: 3030222195
  • Category: Computers
  • Page: 564
  • View: 2992
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This two-volume set LNCS 11581 and 11582 constitutes the thoroughly refereed proceedings of the 10th International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, DHM 2019, which was held as part of the 21st HCI International Conference, HCII 2019, in Orlando, FL, USA, in July 2019. The total of 1275 papers and 209 posters included in the 35 HCII 2019 proceedings volumes were carefully reviewed and selected from 5029 submissions. DHM 2019 includes a total of 77 papers; they were organized in topical sections named: Part I, Human Body and Motion: Anthropometry and computer aided ergonomics; motion prediction and motion capture; work modelling and industrial applications; risk assessment and safety. Part II, Healthcare Applications: Models in healthcare; quality of life technologies; health dialogues; health games and social communities.

Teaching, Learning, and Leading With Computer Simulations

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Teaching, Learning, and Leading With Computer Simulations

Teaching, Learning, and Leading With Computer Simulations

  • Author: Qian, Yufeng
  • Publisher: IGI Global
  • ISBN: 1799800067
  • Category: Computers
  • Page: 337
  • View: 4736
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Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.

Games and Learning Alliance

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Games and Learning Alliance

Games and Learning Alliance

4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers

  • Author: Alessandro de Gloria,Remco Veltkamp
  • Publisher: Springer
  • ISBN: 3319402161
  • Category: Computers
  • Page: 575
  • View: 1154
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This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

Communication Skills Training

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Communication Skills Training

Communication Skills Training

  • Author: Maureen Orey
  • Publisher: American Society for Training and Development
  • ISBN: 1562869655
  • Category: Business & Economics
  • Page: 200
  • View: 8974
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Individuals, teams, and organizations are only as good as their ability to communicate effectively. Communication Skills Training offers the crucial tools you’ll need to help your workshop participants master the skills that drive performance. The first book in the ATD Workshop Series offers practical, road-tested strategies and tactics for use at all levels of your organization. Built on the successful ASTD Trainer’s WorkShop title of the same name, this volume brings all-new content to users, including how to incorporate technology in the delivery of training programs. Communication Skills Training presents two-day, one-day, and half-day communication training programs along with relevant chapters on needs analysis, design, delivery, facilitation, and evaluation of the training event. Readers may personalize workshop programs to their individual requirements. Ready-to-use resources are available online and include downloadable presentation materials, agendas, handouts, assessments, and tools. Customizable materials for all the workshop programs, including MS Office PowerPoint presentations and MS Word documents for handouts, are available for an additional fee, beginning on November 19, 2014. About the series The new ATD Workshop Series debuts November 2014 with the release of Communication Skills Training! Forthcoming titles include Leadership Training by Lou Russell and Coaching Training by Lisa Haneberg. Licensing information is coming soon. Communication Skills Training ready-to-use materials.

Press Start

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Press Start

Press Start

Using gamification to power-up your marketing

  • Author: Daniel Griffin,Albert van der Meer
  • Publisher: Bloomsbury Publishing
  • ISBN: 1472970497
  • Category: Business & Economics
  • Page: 288
  • View: 4824
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Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.