Play to Learn

Filename: play-to-learn.pdf
ISBN: 9781562867720
Release Date: 2017-03-03
Number of pages: 160
Author: Sharon Boller
Publisher: Association for Talent Development

Download and read online Play to Learn in PDF and EPUB When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.


The Gamification of Learning and Instruction

Filename: the-gamification-of-learning-and-instruction.pdf
ISBN: 9781118096345
Release Date: 2012-05-01
Number of pages: 302
Author: Karl M. Kapp
Publisher: John Wiley & Sons

Download and read online The Gamification of Learning and Instruction in PDF and EPUB "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"--


The Gamification of Learning and Instruction Fieldbook

Filename: the-gamification-of-learning-and-instruction-fieldbook.pdf
ISBN: 9781118674437
Release Date: 2013-11-11
Number of pages: 480
Author: Karl M. Kapp
Publisher: John Wiley & Sons

Download and read online The Gamification of Learning and Instruction Fieldbook in PDF and EPUB 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.


Winning E Learning Proposals

Filename: winning-e-learning-proposals.pdf
ISBN: 1932159045
Release Date: 2003-05-15
Number of pages: 336
Author: Karl M. Kapp
Publisher: J. Ross Publishing

Download and read online Winning E Learning Proposals in PDF and EPUB Winning E-Learning Proposals illustrates how to make significant profits in the competitive e-learning industry by revealing proven methods for preparing winning proposals. It provides step-by-step instructions for an effective capture strategy, designing a persuasive written proposal and creating a winning sales presentation.


The Multiplayer Classroom Designing Coursework as a Game

Filename: the-multiplayer-classroom-designing-coursework-as-a-game.pdf
ISBN: 9781435458451
Release Date: 2011
Number of pages: 304
Author: Lee Sheldon
Publisher: Cengage Learning

Download and read online The Multiplayer Classroom Designing Coursework as a Game in PDF and EPUB Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professio


How People Learn

Filename: how-people-learn.pdf
ISBN: 9780309131971
Release Date: 2000-08-11
Number of pages: 384
Author: National Research Council
Publisher: National Academies Press

Download and read online How People Learn in PDF and EPUB First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methods--to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.


Ready Set Curate

Filename: ready-set-curate.pdf
ISBN: 9781607282792
Release Date: 2015-12-18
Number of pages: 120
Author: Ben Betts
Publisher: Association For Talent Development

Download and read online Ready Set Curate in PDF and EPUB Good content is everywhere. In our digital world we are content rich, but quality poor. Good content surrounds us, but it begs to be collected, transformed, and shared. And who better to distill and dismantle it for the benefit of learning communities than today’s learning and development professional? Curation isn’t novel in itself, and there’s much to learn from the successes of others. News sites commonly curate stories adding their own analysis. Retailers and marketers crowdsource ideas from consumers. Businesses build curation strategies to leverage product reviews. Ready, Set, Curate shows you how to elevate the most important content from an endless sea of learning information and offers strategies to better connect with your audience. Using case studies and relevant examples, eight curation experts share tips and best practices for creating a curation strategy and collecting content that is relevant to your learning communities.


The Art and Science of Training

Filename: the-art-and-science-of-training.pdf
ISBN: 9781607280958
Release Date: 2016-12-01
Number of pages: 304
Author: Elaine Biech
Publisher: Association for Talent Development

Download and read online The Art and Science of Training in PDF and EPUB There are more similarities than differences between how artists and scientists work. Both ask countless questions. Both search in earnest for answers. Both are dedicated to reaching the best results. Not so different from today's trainers, are they? Elaine Biech, one of the most highly regarded names in talent development, has set out to identify the perfect blend of content mastery and audience insight. The result is this highly informative book.The Art and Science of Training presents the science for learning and development, but it also emphasizes that training success lies in knowing what to do when things don't go as planned. Discover how top facilitators always put learners first, even when faced with exceptions to the rule—the unwilling learner, the uninformed supervisor, the inappropriate delivery medium, or the unmanageable performance challenge. And learn why you must understand people, not only content, to ensure consistently exceptional learning experiences. Science is both a body of knowledge and a process. Art is the expression of creativity and imagination. Where they intersect is the best way to help others learn and grow.


The New Landscape of Mobile Learning

Filename: the-new-landscape-of-mobile-learning.pdf
ISBN: 9781136265761
Release Date: 2014-02-24
Number of pages: 374
Author: Charles Miller
Publisher: Routledge

Download and read online The New Landscape of Mobile Learning in PDF and EPUB The New Landscape of Mobile Learning is the first book to provide a research based overview of the largely untapped array of potential tools that m-Learning offers educators and students in face-to-face, hybrid, and distance education. This cutting edge guide provides: • An essential explanation of the emergence and role of Apps in education • Design guidelines for educational Apps • Case studies and student narratives from across the US describing successful App integration into both K-12 and Higher Education • Robust, research-based evaluation criteria for educational Apps Although many believe that Apps have the potential to create opportunities for transformative mobile education, a disparity currently exists between the individuals responsible for creating Apps (i.e. developers who often have little to no instructional experience) and the ultimate consumers in the classroom (i.e. K-20 educators and students). The New Landscape of Mobile Learning bridges this gap by illuminating critical design, integration, and evaluation narratives from leaders in the instructional design, distance education, and mobile learning fields.


The New Social Learning 2nd Edition

Filename: the-new-social-learning-2nd-edition.pdf
ISBN: 9781562869960
Release Date: 2015-06-15
Number of pages: 352
Author: Tony Bingham
Publisher: Association For Talent Development

Download and read online The New Social Learning 2nd Edition in PDF and EPUB “Social learning is a fundamental shift in how people work leveraging how we have always worked, now with new, more humanizing tools, accelerating individual and collective reach, giving us the resources to create the organization, and the world, we want to live in.” In this newly revised and updated edition of The New Social Learning, Tony Bingham and Marcia Conner dispel organizational myths and fears about social media. By sharing the success stories of socially engaged companies and people, the much-anticipated second edition persuasively makes the case for using social media to encourage knowledge transfer and real-time learning in a connected and engaging way. As Steve LeBlanc noted, “Social learning thrives in a culture of service and wonder. It is inspired by leaders, enabled by technology, and ignited by opportunities that have only recently unfolded.” Brand-new case studies about innovative organizations such as Boston Children s Hospital, National Australian Bank, LAZ Parking, Sanofi Pasteur, Cigna, CENTURY 21, and Roche Pharmaceuticals illustrate cutting-edge social learning approaches that cultivate environments where great people can do their best work. The New Social Learning lays the foundation for improving the way you engage with colleagues, collaborate with teams anywhere in the world, and build workforce capability. Take the next step to connect skills and knowledge and move your own organization forward as you reclaim and revolutionize workplace learning.


Social Media for Trainers

Filename: social-media-for-trainers.pdf
ISBN: 9780470877661
Release Date: 2010-07-30
Number of pages: 200
Author: Jane Bozarth
Publisher: John Wiley & Sons

Download and read online Social Media for Trainers in PDF and EPUB A how-to resource for incorporating social media into training Whether you work in a traditional or virtual classroom, social media can broaden your reach and increase the impact of training. In Social Media for Trainers, e-learning and new media expert Jane Bozarth provides an overview of popular tools, including blogs, wikis, Twitter, Facebook, YouTube, SlideShare, Flickr, and others. You'll learn to leverage each medium's unique features and applications to deliver training, facilitate discussions, and extend learning beyond the confines of a training event. This key resource offers a new set of powerful tools for augmenting and enhancing the value of your training. PRAISE FOR SOCIAL MEDIA FOR TRAINERS "Clear explanations and practical examples of the use of social media for learning, make this book essential reading for all workplace trainers." —Jane Hart, founder, Centre for Learning and Performance Technologies, and founding member of the Internet Time Alliance "... a practical, intelligent book teaching trainers how to effectively utilize technology for real learning outcomes." —Karl Kapp, professor of Instructional Technology at Bloomsburg University and author of Learning in 3D and Gadgets, Games and Gizmos for Learning "Trainers who want to succeed in the new social learning world should read this book. Jane has made social media easy, practical, and simple to use." —Ray Jimenez, PhD, Chief Learning Architect, VignettesLearning.com


Gamify Your Classroom

Filename: gamify-your-classroom.pdf
ISBN: 1433135027
Release Date: 2017-02-28
Number of pages:
Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers

Download and read online Gamify Your Classroom in PDF and EPUB This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!


Show Your Work

Filename: show-your-work.pdf
ISBN: 9781118864012
Release Date: 2014-04-22
Number of pages: 192
Author: Jane Bozarth
Publisher: John Wiley & Sons

Download and read online Show Your Work in PDF and EPUB Organizations struggle to capture tacit knowledge. Workers struggle to find answers and information across organizational databases and boundaries and silos. New comfort with social sharing, combined with the proliferation of new social tools, offer easy, useful means of sharing not just what we do but how we get things done. For the organization this supports productivity, improves performance, encourages reflective practice, speeds communication, and helps to surface challenges, bottlenecks, and that elusive tacit knowledge. For the worker it illuminates strengths, talents, struggles, and the reality of how days are spent. For the coworker or colleague it solves a problem, saves time, or builds on existing knowledge. And for management it helps to capture who does what, and how, and otherwise makes visible so much of what is presently opaque. What does showing work mean? It is an image, video, blog post, or use of another tool, or just talking to describe how you solved a problem, show how you fixed the machine, tell how you achieved the workaround, explain how you overcame objections to close the deal, drew the solution to the workflow problem, or photographed the steps you took as you learned to complete a new task. Some of the most effective examples of showing work offer someone explaining how/why they failed, and how they fixed it. Show Your Work offers dozens of examples of individuals and groups showing their work to the benefit of their organizations, their industries, and themselves. Show Your Work offers dozens of real examples of showing work, supported with tips for how to help it happen, how leaders can lead by showing their own work, and how L&D can extend its reach by showing its own work and helping others show theirs.


Scenario based e Learning

Filename: scenario-based-e-learning.pdf
ISBN: 9781118416457
Release Date: 2012-12-05
Number of pages: 272
Author: Ruth C. Clark
Publisher: John Wiley & Sons

Download and read online Scenario based e Learning in PDF and EPUB Scenario-Based e-Learning Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to: Identify the benefits of a SBeL design for learners and learning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to common organizational goals Classify specific instructional goals into one or more learning domains Apply a design model to present content in a task-centered context Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysis techniques Make a business case for SBeL in your organization Praise for Scenario-Based e-Learning "Clark has done it again—with her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies." —M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction "Clark's wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book." —Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction


What Video Games Have to Teach Us About Learning and Literacy Second Edition

Filename: what-video-games-have-to-teach-us-about-learning-and-literacy-second-edition.pdf
ISBN: 9781466886421
Release Date: 2014-12-02
Number of pages: 256
Author: James Paul Gee
Publisher: Macmillan

Download and read online What Video Games Have to Teach Us About Learning and Literacy Second Edition in PDF and EPUB James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.