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Bibliografická citace

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BK
San Francisco : Pfeiffer, [2012]
xxxiii, 302 stran : ilustrace ; 25 cm

objednat
ISBN 978-1-118-09634-5 (vázáno)
Terminologický slovník
Obsahuje bibliografické odkazy a rejstřík
001422397
List of Figures and Tables xii // Contents on the Web xv // Foreword by Kevin Kruse xvii Preface xxi // Acknowledgments xxvii // About the Author xxix // Contributors xxxi // Chapter 1 What Is Gamification? 1 // Chapter Questions 1 // Introduction 2 // Gamification in Action 2 // What Is a Game? 6 // What Is Gamification? 9 // What Gamification Is Not 12 // Gamification Versus Serious Games 15 // Growth of Gamification 18 // Who Is Using Gamification 19 // Implications and Importance to the Future of Learning 22 // Key Takeaways 23 // Chapter 2 It’s in the Game: Understanding Game Elements 25 // Chapter Questions 25 // Introduction 26 // Abstractions of Concepts and Reality 26 // Goals 28 // Rules 29 // Conflict, Competition, or Cooperation 31 // Time 32 // Reward Structures 33 // Feedback 35 // Levels 37 // Storytelling 41 // Curve of Interest 45 // Aesthetics 46 // Replay or Do Over 48 // Implications and Importance to the Future of Learning 49 // Key Takeaways 50 // Chapter 3 Theories Behind Gamification of Learning and Instruction 51 // Chapter Questions 51 // Introduction 51 // Motivation 52 // The Taxonomy of Intrinsic Motivation 58 // Self-Determination Theory 63 // Distributed Practice 65 // Scaffolding 66 // Episodic Memory 67 // Cognitive Apprenticeship 69 // Social Learning Theory 70 // Flow 71 // Key Takeaways 74 // Chapter 4 Research Says ... Games Are Effective for Learning 75 // Chapter Questions 75 // Introduction 76 // Game Research 76 // Randels Meta-Analysis 77 // Wolfes Meta-Analysis 80 // Hays’ Meta-Analysis 80 // Vogel’s Meta-Analysis 82 // Ke’s Qualitative Meta-Analysis 83 // Sitzmann’s Meta-Analysis 85 // Elements of Games 88 // Key Takeaways 101 // Chapter 5 Leveling Up: What Gamification Can Do 105 // Chapter Questions 105 // Introduction 106 // Improving Surgeon Hand-Eye Coordination 106 // Solving Problems 108 // Teaching Higher Order Skills 110 //
Thinking the Unthinkable 112 // Thinking Like Your Opponent 113 // Engaging Learners in a Live Classroom 115 // Helping People Lose Weight 116 // Making Physical Therapy More Enjoyable 119 // Influencing Pro-Social Behavior 119 // Testing Knowledge and Performance 123 // Good for Young and Old 125 // Key Takeaways 126 // Chapter 6 Achiever or Killer? Player Types and Game Patterns 127 // Chapter Questions 127 // Introduction 128 // Types of Play 128 // Player Skill Levels 131 // Bartle’s Player Types 132 // Caillois’ Patterns of Play 137 // Game Interactions 141 // Key Takeaways 142 // Chapter 7 Applying Gamification to Problem Solving 143 // Chapter Questions 143 // Introduction 144 // Differences Between Novices and Experts 145 // Turning Novices into Experts 147 // Preparing Firefighters 158 // Gamification of Problem Solving 161 // Key Takeaways 164 // Chapter 8 Applying Gamification to Learning Domains 165 // Chapter Questions 165 // Introduction 166 // Declarative Knowledge 167 // Conceptual Knowledge 171 // Rules-Based Knowledge 177 // Procedural Knowledge 181 // Soft Skills 185 // Affective Domain 185 // Psychomotor Domain 187 // Key Takeaways 190 // Chapter 9 Managing the Gamification Design Process 193 // Chapter Questions 193 // Introduction 194 // Development Process: ADDIE vs. Scrum 195 Team 202 // Design Document 205 Paper Prototyping 216 Key Takeaways 217 // Chapter 10 Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair 219 // Chapter Questions 219 // Introduction 220 // Measurement vs. Completion Achievements 220 // Boring vs. Interesting Tasks 222 // Achievement Difficulty 223 // Goal Orientation 224 // Expected vs. Unexpected Achievements 225 // When Achievement Notification Occurs 227 // Achievement Permanence 228 // Who Can See Earned Achievements? 229 // Negative Achievements 230 // Achievements as Currency 231 //
Incremental and Meta Achievements 232 // Competitive Achievements 233 // Non-Competitive Cooperative Achievements 235 // Key Takeaways 236 // Chapter 11 Perspective of a Gamer, by Nathan Kapp 239 // Chapter Questions 239 // Introduction 240 // Gamer Generation 240 // Mario Kart: Thinking Outside the Box 240 // Madden Football: Analyzing Problems 241 // RuneScape: The Art of the Deal 243 // Civilization Revolution: Balancing Resources 244 // Games vs. School 245 // Key Takeaways 246 // Chapter 12 Casual Game Site: DAU Case Study, by Alicia Sanchez 247 // Chapter Questions 247 // Introduction 248 // Games and Simulations in the Curriculum 248 DAU Casual Games Initiative 249 Games Portal 254 Key Takeaways 255 // Chapter 13 Alternate Reality Games for Corporate Learning, by Koreen Olbrish 257 // Chapter Questions 257 // Introduction 258 // Zombie Apocalypse 258 // What Is an ARG? 259 // ARG Terminology 260 // Design Principles for ARGs 261 // Potential of ARGs 263 // Key Takeaways 264 // Chapter 14 If You Want to Learn More, Play Games 265 // Chapter Questions 265 Introduction 266 // Pick a Card, Any Card-A Game of Phones 266 // Survival Master 271 // The Virtue of Gamification 274 // Next Steps 275 // Key Takeaways 276 // Glossary 277 // Notes 285 // Index 297

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