'Dedicated Learning Professionals and Educators across the globe were until recently desperately seeking for ways, methods and techniques to engage employees and students in the learning process. Surprisingly enough no one would think that games was the answer. After all, games tend to increase learners’ natural desire for competition, goal achievement, and genuine self-expression, while they also promote interactivity, have rules, a quantifiable outcome, and can be colorful, appealing, and extremely realistic.'
'In this Free How Gamification Reshapes Learning ebook you will find useful information about Gamification, its applications, and impact on the reshaping oflearning, provided by 23 Gamification professionals. They were all carefully selected based on their specialized knowledge on Gamification, education and business, as well as their innovative projects in this field. They share their wisdom and provide tips on the effective use of Gamification in the learning process.'
Type of Material:
Reference Material and ebook with useful information about Gamification.
Recommended Uses:
Dedicated Learning Professionals and Educators across the globe were until recently desperately seeking for ways, methods and techniques to engage employees and students in the learning process. Surprisingly enough no one would think that games was the answer. After all, games tend to increase learners’ natural desire for competition, goal achievement, and genuine self-expression, while they also promote interactivity, have rules, a quantifiable outcome, and can be colorful, appealing, and extremely realistic.
Gamification is the use of game thinking and mechanics in a non-game context to inspire employees and students to get engaged in the learning process.
Technical Requirements:
None
Identify Major Learning Goals:
In this Free How Gamification Reshapes Learning ebook you will find useful information about Gamification, its applications, and impact on the reshaping of learning, provided by 23 Gamification professionals. They were all carefully selected based on their specialized knowledge on Gamification, education and business, as well as their innovative projects in this field. They share their wisdom and provide tips on the effective use of Gamification in the learning process.
Enjoy reading the 2nd of our recently launched free Learning eBooks series and feel free to contact our top-notch Gamification professionals for more information.
Target Student Population:
Faculty or students in education who want to know more about gamification. Teachers, Researchers and Didactic Material Developers.
Prerequisite Knowledge or Skills:
Basic knowledge of instructional methods and game mechanics.
Content Quality
Rating:
Strengths:
The material has 25 expert opinions in short one page blog-like posts. It does provide many different ways to reach the experts. The material provides enough information about the importance of games in education and training. The material is clear and has a specific focus.
Concerns:
The material looks developed for the purpose of opening a market. It is not clear approach to teaching and learning.
Potential Effectiveness as a Teaching Tool
Rating:
Strengths:
This ebook is mostly effective as an introduction to gamification and some of the major players like Karl Kapp and other entrepreneurs. It is not a training tool per se.
Concerns:
The material remains at a very superficial level and not very useful for faculty development or use in developing instructional materials and courses.
Ease of Use for Both Students and Faculty
Rating:
Strengths:
Easily read; clickable pages; opens right to the beginning, and there are bios on every author with links. El material es fácil de leer. El ebook tiene una estructura lineal aunque hay apoyo para cambiar de página.
Concerns:
None
Other Issues and Comments:
This ebook can be shared on social networks. The contents of the book take into consideration a number of concepts and techniques concerning games and gaming elements as teaching tools.
Creative Commons:
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