Game Design Workbook

Game Design Workbook Author Karl Kapp
ISBN-10 1562865773
Release 2017
Pages
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Game Design Workbook has been writing in one form or another for most of life. You can find so many inspiration from Game Design Workbook also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Game Design Workbook book for free.



The Gamification of Learning and Instruction

The Gamification of Learning and Instruction Author Karl M. Kapp
ISBN-10 9781118096345
Release 2012-05-01
Pages 302
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"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--



Design Research on Learning and Thinking in Educational Settings

Design Research on Learning and Thinking in Educational Settings Author David Yun Dai
ISBN-10 9781136956300
Release 2012-04-23
Pages 312
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The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.



Designing Online Information Literacy Games Students Want to Play

Designing Online Information Literacy Games Students Want to Play Author Karen Markey
ISBN-10 9780810891432
Release 2014-03-12
Pages 302
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Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.



Technologies for E Learning and Digital Entertainment

Technologies for E Learning and Digital Entertainment Author Zhigeng Pan
ISBN-10 9783540697343
Release 2008-07-07
Pages 791
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This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.



Games in Libraries

Games in Libraries Author Breanne A. Kirsch
ISBN-10 9780786474912
Release 2014-01-28
Pages 248
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"This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"--



Designing Effective Instructional Tasks for Physical Education and Sports

Designing Effective Instructional Tasks for Physical Education and Sports Author David Charles Griffey
ISBN-10 0736041753
Release 2007
Pages 135
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Use Designing Effective Instructional Tasks for Physical Education and Sportsto -understand contemporary perspectives about learning, -create learning tasks that will motivate participants, and -design tasks for use with participants of all ages and abilities. There's more to helping participants develop motor skills than just coming up with relevant drills; if you want participants to succeed, you need to structure learning tasks to keep them interested, motivated, and engaged. But, while there are many resources available to help teachers and coaches improve their curriculum, teaching skills, and management, little has been written about the critical issue of effective task design . . . until now. Designing Effective Instructional Tasks for Physical Education and Sportsprovides future and practicing teachers and coaches with sound principles and practical tips for designing effective tasks for their students and athletes. The book differentiates between skills (the desired motor, fitness, cognitive, or social outcomes) and tasks (the instructional activities used in teaching each skill). Focusing primarily on motor skills, the book explains how to -analyze each skill being taught; -structure tasks to promote success; -develop tasks that are fun, engaging, and safe; -design tasks that stimulate cognitive engagement; and -assess participants' learning as part of the task. The text takes the most current research on learning and teaching movement activity and translates it into practical, down-to-earth suggestions for coaches and teachers. Using examples both in the gym and on the playing field, the book shows teachers and coaches alike how to develop instructional tasks that will keep participants interested and engaged—ultimately helping them to succeed. Loaded with student-friendly features, this book is an ideal resource for physical education and coaching methods or pedagogy courses. Each chapter includes a statement of objectives, learning activities, a summary, and extensive references. Effective task design is at the heart of effective teaching. Use Designing Effective Instructional Tasks for Physical Education and Sportsto learn how to create tasks that increase your participants' chances of success.



Design and Implementation of Educational Games Theoretical and Practical Perspectives

Design and Implementation of Educational Games  Theoretical and Practical Perspectives Author Zemliansky, Pavel
ISBN-10 9781615207824
Release 2010-04-30
Pages 540
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"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.



Computer Games for Learning

Computer Games for Learning Author Richard E. Mayer
ISBN-10 9780262027571
Release 2014-07-18
Pages 281
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Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.



The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118677247
Release 2013-10-11
Pages 480
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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.



Games and Simulations in Online Learning Research and Development Frameworks

Games and Simulations in Online Learning  Research and Development Frameworks Author Gibson, David
ISBN-10 9781599043067
Release 2006-09-30
Pages 420
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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.



Interface Design for Learning

Interface Design for Learning Author Dorian Peters
ISBN-10 9780133365511
Release 2013-11-26
Pages 272
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In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren’t enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in “Personal Learning Environments.” Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you’ll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.



Gaming for Classroom Based Learning Digital Role Playing as a Motivator of Study

Gaming for Classroom Based Learning  Digital Role Playing as a Motivator of Study Author Baek, Young Kyun
ISBN-10 9781615207145
Release 2010-05-31
Pages 358
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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.



Basics of Stand up Training

Basics of Stand up Training Author Tora Estep
ISBN-10 1562863894
Release 2006
Pages 16
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Learning doesn't just happen because information is poured into people's ears, especially not when the learners are adults. So there are a lot of things to think about and do to train effectively. This Infoline helps the trainer get through the process in a way that is manageable and easy to follow.



The IOS Game Programming Collection Collection

The IOS Game Programming Collection  Collection Author Michael Daley
ISBN-10 9780132928625
Release 2011-12-30
Pages 1068
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"The iOS Game Programming Collection "consists of two bestselling eBooks: " Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game Learning Cocos2D: A Hands-on Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk " Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad "Gold Rush" is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they actually can be quite easy, and this collection is your perfect beginner's guide. "Learning iOS Game Programming "walks you through every step as you build a 2D tile map game, Sir Lamorak's Quest: The Spell of Release (which is free in the App Store). You can download and play the game you're going to build while you learn about the code. You learn the key characteristics of a successful iPhone game and important terminology and tools you will use. "Learning Cocos2D "walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you'll learn everything you need to know about Cocos2D so you can create the next killer iOS game. This collection helps you Plan high-level game design, components, and difficulty levels Use game loops to make sure the right events happen at the right time Render images, create sprite sheets, and build animations Use tile maps to build large game worlds from small reusable images Create fire, explosions, smoke, sparks, and other organic effects Deliver great sound via OpenAL and the iPhone's media player Provide game control via iPhone's touch and accelerometer features Craft an effective, intuitive game interface Build game objects and entities and making them work properly Detect collisions and ensuring the right response to them Polish, test, debug, and performance-tune your game Install and configure Cocos2D so it works with Xcode 4 Build a complete 2D action adventure game with Cocos2D Build your game's main menu screen for accessing levels Use Cocos2D's Scheduler to make sure the right events happen at the right times Use tile maps to build scrolling game levels from reusable images Add audio and sound effects with CocosDenshion--Cocos2D's sound engine Add gravity, realistic collisions, and ragdoll effects with Box2D and Chipmunk physics engines Add amazing effects to your games with particle systems Leverage Game Center in your game for achievements and leader boards Squeeze the most performance from your games



For the Win

For the Win Author Kevin Werbach
ISBN-10 9781613630228
Release 2012-10-30
Pages 148
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Take your business to the next level—for the win Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!



Interactive Technology and the New Paradigm for Healthcare

Interactive Technology and the New Paradigm for Healthcare Author Richard M. Satava
ISBN-10 9051992017
Release 1995-01
Pages 459
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This work contains the state-of-the-art in Virtual Reality as applied to Medicine. Interactive technology, used in many research and development programs, can be applied to health care by involving: robotics, computer vision, simulation, artificial intelligence, image manipulation and storage, data gloves, man-machine interfaces, etc. The Health Telematics Application Program, for example, is advancing virtual reality and enabling technologies (simulation, visualization and robotics) in health care services for patients, the elderly and persons with disabilities. This book addresses the following items from the end-user's perspective: technology transfer, telerobotics, telemedicine, education and training, and virtual reality. 'the book would (...) be useful for those researching interactive technologies in health care, especially virtual reality (...). It would be also of interest to people who want to keep abreast of the latest developments in techno-medical research.' - Rod Elford, Telemedicine Centre, Memorial University St John's, Newfoundland, Canada Journal of Telemedicine and Telecare, volume 2, no. 3, 1996, p. 178 Covered by Current Contents, Life Sciences (ISI), volume 38, no. 34, August 1995, p. 11-13