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Designing Games and Gamification for Learning

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Language:  English
“Designing Games and Gamification for Learning” by Vasilis Gkogkidis offers a series of actionable ideas and concepts to help you create learning games for your audiences.
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Description
Content

“An Hour of Play: A Quick Guide to Designing Games and Gamification for Learning” by Vasilis Gkogkidis offers a series of actionable ideas and concepts to help you create learning games for your audiences. Moving away from traditional teaching methods and death by PowerPoint training, games and gamification have been at the forefront of innovative teaching and learning methods both in educational and organisational contexts. Embark on a creative endeavour leading to enhanced learning, engagement and learners’ participation.

About the Author

Vasilis Gkogkidis is a PhD researcher at the University of Southampton studying gameful learning experiences in management education. Vasilis worked with organisations across the globe, training them how to design gamified experiences for their employees. Vasilis has also been teaching in Higher Education using playful learning tools at the University of Brighton and Sussex.

  • About the Author
  • Acknowledgements
  1. Introduction
  2. Games and Gamification for Learning
  3. The Theory of Flow
    1. How does the theory of Flow influence game design?
  4. Thinking about Rules
  5. Game Mechanics
    1. Timer
    2. Randomness
    3. Feedback
    4. Meaningful Choices and Empathy
  6. Adding Story to your Game
    1. The Inverted Storytelling Pyramid
    2. The Hero/Heroine’s Journey
    3. The Collective Journey
  7. Prototyping
    1. How to run a prototyping session
  8. Playtesting
    1. How to run a playtesting session
  9. Cases of Games and Gamification for Learning
    1. Designing Treasure Hunts Using Actionbound
    2. Project Management Board Game: The Case of Project Ninjas
    3. A Card Game about Ancient Egypt: The Case of Lost My Mummy
    4. Teaching 5G Technologies Through a Gamified Learning Project: The Case of Ready 4 Tomorrow
    5. Motivating Students to Participate
  10. Conclusions
  11. References
About the Author
Vasilis

Vasilis Gkogkidis