000 02295nam a2200361 i 4500
005 20250930140712.0
008 150708s2012 caua b 001 0 eng
020 _a9781118096345
_qhardback
_cRM382.92
039 9 _a201509100909
_brosli
_c201509100907
_drosli
_c201509081120
_dbinar
_y07-08-2015
_zbinar
040 _aDLC
_beng
_cDLC
_erda
_dDLC
_dUKM
090 _aLB1029.G3K336 3
090 _aLB1029.G3
_bK336 3
100 1 _aKapp, Karl M.,
_d1967-
245 1 4 _aThe gamification of learning and instruction :
_bgame-based methods and strategies for training and education /
_cKarl M. Kapp.
264 1 _aSan Francisco, CA :
_bPfeiffer,
_c[2012].
264 4 _c©2012.
300 _axxxiii, 302 pages :
_billustrations ;
_c25 cm.
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
504 _aIncludes bibliographical references (pages 285-295) and index.
520 _a'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'--
_cProvided by publisher.
650 0 _aEducational games.
650 0 _aSimulation games in education.
650 0 _aComputer-assisted instruction.
_961112
907 _a.b16178026
_b2022-06-07
_c2019-11-12
942 _c01
_n0
_kLB1029.G3K336 3
914 _avtls003590028
991 _aFakulti Teknologi dan Sains Maklumat
998 _al
_b2015-08-07
_cm
_da
_feng
_gcau
_y0
_z.b16178026
999 _c595626
_d595626