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Gamifying Learning

Bring Learning Experiences to Life with the Power of Games

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Language:  English
Today’s learning experiences must be engaging and effective; games are a rich source of techniques for both. This book will help you gamify your learning to make it fun while still delivering results.
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Description
Content

Games are one of the fastest-growing industries in the world. Millions of players spend billions of hours engaged in games each year. When it comes to learning, people are demanding more engaging experiences – ones that learn from what games do successfully, and are both fun and effective.
This book explores why, how and where gamification is effective for learning, and sets out a four-step process for gamifying your own learning experiences. It gives plenty of tips, techniques and tools to help inspire you to transform your learning content into engaging gamified learning.

About the Author

Terry Pearce has facilitated, designed and managed learning for over 20 years, with organisations like Barclays, the London School of Economics and Thames Water.
His awards for learning design include the Academi Wales Award for Leadership Development and an NHS Modernisation Agency Leadership Development Award. His work has been published in Training Zone and Ludogogy, and he’s spoken at international conferences including the Playful Creative Summit and Spiel Digital.
With Untold Play, he creates games-based learning and gamified learning products for use by learning professionals.

  • About the author
  • Introduction
  1. What is gamification?
    1. Gamification harnesses the power of games
    2. Some ‘gamification’ gives gamification a bad name
    3. Always keep your aims in mind
  2. Why Should We Gamify Learning?
    1. Games are a proving ground for motivators
    2. Gamification improves learning’s effectiveness
    3. Motivated learners learn better
  3. What motivates people in games?
    1. Frameworks give a good reference for motivators and drivers
    2. Player types help us see different areas of focus
    3. Game elements motivate on a micro level
  4. How do people gamify learning?
    1. Gamified learning works in educational environments
    2. Gamified learning works in corporate environments
    3. Gamified learning works in personal learning environments
  5. Step one: identify behaviours
    1. Gamification is about prompting specific behaviours
    2. Identify the behaviours you want from learners
  6. Step two: build a picture of your learners
    1. Don’t treat all learners the same
    2. Create personas to give you something to aim for
    3. Empathise with your learners throughout
  7. Step three: choose and incorporate game elements
    1. Structural elements gamify the journey
    2. Content elements gamify the learning
    3. Good gamification uses elements to meet its aims
    4. Game elements: a list for learning
    5. Think like a game designer
    6. You can gamify any learning experience
  8. Step four: prototype, test, repeat
    1. Games are never finished, and neither is your gamified learning design
    2. Prototype early and ugly
    3. Playtest, observe and start all over again
  9. Beyond this book
    1. Put your learning into action
    2. Learning more
  • Table of figures

About the Authors

Walter Jaburek

Janine du Plessis

Christian

Christian Julmi

Erik

Erik Bruun

Kari

Kari Lise Barstad

David

David Shindler

Yuri Yevdokimov

Matthias

Matthias Kohl

Christopher

Christopher J. Skousen

Hubert Jaoui