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Gamification of Learning
15
 
 

Gamification of LearningGamification of Learning

Gamification is an underutilized element in instructional design, but it's crucial to engaging today's learners and enabling content mastery. In this course, professor, instructional game designer, and author Karl Kapp lays the foundations of the theory, provides examples of gamification in three real-world learning scenarios, and breaks down the dynamics of gamification (aka what makes games fun!): escape, collection, discovery, pattern recognition, and other risk/reward activities. Plus, learn to put the different elements of gamification—from setting goals to providing multidimensional feedback and leveling up—to work for your classroom.

Reuploaded Thanks to emkis

 
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Tags: gamification, instructional, Gamification, pattern, recognition, Learning
Blending Technologies in Second Language Classrooms
9
 
 
Blending Technologies in Second Language ClassroomsThis book analyses the classroom blending of face-to-face and online technologies in the teaching and learning of second languages. Its theoretical framework integrates the rapidly changing and developing fields of both applied linguistics and computer-assisted language learning (CALL). It examines such themes as the normalization of the computer and the rise of mobile devices, the development of open educational resources, flipped learning, gamification, and the increased focus on communication and problem-solving tasks in class.
 
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Tags: learning, resources, flipped, gamification, educational
Business Gamification For Dummies
6
 
 

Business Gamification For DummiesBusiness Gamification For Dummies

Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.).
 
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Tags: Gamification, customer, Support, Engineering, Sales, Business, Dummies
Actionable Gamification: Beyond Points, Badges, and Leaderboards
5
 
 

Actionable Gamification: Beyond Points, Badges, and Leaderboards

The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. 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.
 
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Tags: Gamification, Design, creating, research, Octalysis
The Gamification of Learning and Instruction Fieldbook: Ideas into Practice
12
 
 

The Gamification of Learning and Instruction Fieldbook: Ideas into Practice

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.
 
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Tags: Gamification, worksheets, ideas, Fieldbook, Instruction