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Livre électronique professionnel

Gamifying Learning

Bring Learning Experiences to Life with the Power of Games

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Langue:  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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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

A propos de l'auteur

Terry Pearce

Terry's passion for helping people learn has led him to spend twenty years in the Learning & Development industry. In that time, he's won awards for learning programme design from the London NHS Modernisation Agency, the Healthcare People Management Association, and Reed Learning. Working with FTSE100 organisations and public sector bodies across a wide range of personal development and effectiveness topics, he has helped thousands of learners improve their personal impact and add value to what they do.

His approach of breathing life into topics by making materials practically-focused and interactive has seen him in demand in creating a range of interventions including ebooks, videos, integrated programmes, online courses, learning games, sessions using live actors, sessions using apps, interactive 'choose-your-own-aventure' stories, storytelling events, teambuilding sessions and coaching sessions. He produces and hosts a training design podcast and is an active member of several L&D communities, bringing to them his specialist knowledge of designing learning that works with how people prefer to learn. He's the Leader of the London chapter of the L&D support organisation Trainer Talk.

As the founder and lead designer of learning design consultancy 360 Learning Design since 2005, he has worked with recognised organisations across the world to help individuals better represent their organisations and get better results managing themselves and their interactions. His recent studies and focus have been on using games and storytelling in learning and development, and a new business venture in this field is currently in the works. He's based in London.

The key topics around which he has created the majority of his learning and development materials are:

  • Developing Personal Resilience
  • Writing like a Professional and a Human Being at the Same Time
  • Helping People Learn Effectively
  • Handling Difficult Situations Assertively
  • Innovation, Creativity and Problem Solving in the Workplace