Gamification in Learning and Education (eBook)

Enjoy Learning Like Gaming
eBook Download: PDF
2017 | 1. Auflage
XIV, 164 Seiten
Springer-Verlag
978-3-319-47283-6 (ISBN)

Lese- und Medienproben

Gamification in Learning and Education -  Sangkyun Kim,  Kibong Song,  Barbara Lockee,  John Burton
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This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.



Dr. Sangkyun Kim is a professor of Systems and Management Engineering at Kangwon National University. He has served Game Literacy Division of Korea Game Society as a chairman and the representative of Education Gamification Forum. He has earned Teaching Excellence Award three times from Kangwon National University. He received his Ph.D. in Cognitive Science from Yonsei University, Seoul, South Korea, a master's degree in Industrial Engineering from Yonsei University, and a bachelor's degree in Control and Instrumentation Engineering from Chungang University, Seoul, South Korea. 

Dr. Kibong Song is an adjunct faculty at Virginia Tech. He has worked as a learning solution expert in corporates and higher education institutions. He has published books and articles on learning environment, talent development, and e-learning evaluation method. He earned his Ph.D. in Curriculum and Instruction with a concentration in Instructional Design and Technology from Virginia Tech, a master's degree in Industrial Engineering from Yonsei University, Seoul, South Korea, and a bachelor's degree in Computer Science and Engineering from Dongguk University, Seoul, South Korea.  

Dr. Barbara Lockee is a professor of education specializing in Instructional Design and Technology. She earned a Ph.D. in Curriculum and Instruction with a concentration in Instructional Technology from Virginia Tech. She has served as a president for the Association for Educational Communication & Technology and a director of Office of Educational Research and Outreach. To date she has authored or coauthored more than 90 journal articles, book chapters, invited columns and articles, and conference proceedings. She has also edited one book and developed softwar

e. She has contributed greatly to the field by presenting at many regional, national, and international conferences. In addition, she has been an invited speaker at a number of conferences and organizational meetings at the national and international level.

 Dr. John K. Burton is a professor of education specializing in Instructional Design and Technology. He earned a Ph.D. in Educational Psychology from the University of Nebraska-L

incoln. To date Dr. Burton has authored or coauthored more than 85 refereed articles, book chapters, technical reports, instructional software, instructional television scripts, and book/software reviews. Dr. Burton has also contributed greatly to the field by presenting at many regional, national, and international conferences. Dr. Burton has held numerous leadership positions during his tenure at Virginia Tech including, but not limited to, his position as Associate Director for Educational Research and Outreach from 2005-2008 and his current position as Director of the Center for Instructional Technology Solutions in Industry and Education (CITSIE).  

Dr. Sangkyun Kim is a professor of Systems and Management Engineering at Kangwon National University. He has served Game Literacy Division of Korea Game Society as a chairman and the representative of Education Gamification Forum. He has earned Teaching Excellence Award three times from Kangwon National University. He received his Ph.D. in Cognitive Science from Yonsei University, Seoul, South Korea, a master’s degree in Industrial Engineering from Yonsei University, and a bachelor’s degree in Control and Instrumentation Engineering from Chungang University, Seoul, South Korea.  Dr. Kibong Song is an adjunct faculty at Virginia Tech. He has worked as a learning solution expert in corporates and higher education institutions. He has published books and articles on learning environment, talent development, and e-learning evaluation method. He earned his Ph.D. in Curriculum and Instruction with a concentration in Instructional Design and Technology from Virginia Tech, a master’s degree in Industrial Engineering from Yonsei University, Seoul, South Korea, and a bachelor’s degree in Computer Science and Engineering from Dongguk University, Seoul, South Korea.   Dr. Barbara Lockee is a professor of education specializing in Instructional Design and Technology. She earned a Ph.D. in Curriculum and Instruction with a concentration in Instructional Technology from Virginia Tech. She has served as a president for the Association for Educational Communication & Technology and a director of Office of Educational Research and Outreach. To date she has authored or coauthored more than 90 journal articles, book chapters, invited columns and articles, and conference proceedings. She has also edited one book and developed software. She has contributed greatly to the field by presenting at many regional, national, and international conferences. In addition, she has been an invited speaker at a number of conferences and organizational meetings at the national and international level.  Dr. John K. Burton is a professor of education specializing in Instructional Design and Technology. He earned a Ph.D. in Educational Psychology from the University of Nebraska-Lincoln. To date Dr. Burton has authored or coauthored more than 85 refereed articles, book chapters, technical reports, instructional software, instructional television scripts, and book/software reviews. Dr. Burton has also contributed greatly to the field by presenting at many regional, national, and international conferences. Dr. Burton has held numerous leadership positions during his tenure at Virginia Tech including, but not limited to, his position as Associate Director for Educational Research and Outreach from 2005-2008 and his current position as Director of the Center for Instructional Technology Solutions in Industry and Education (CITSIE).  

Preface 5
Contents 8
About the Authors 12
Chapter 1: Beginning of Journey 14
1.1 Complete Your Mission 14
1.1.1 Background 14
1.1.2 Rules of the Game 15
1.1.3 Analysis of the Game 16
1.1.4 Responses 17
1.2 Reasons Why We Need Gamification in Learning and Education 17
Chapter 2: Engagement and Fun 19
2.1 Engagement 19
2.1.1 Engagement and Flow Theory 19
2.1.2 Engagement in Games 21
2.2 Fun 22
2.3 Over-engagement or Addiction 24
2.4 Alief 25
References 25
Chapter 3: What Is a Game? 27
3.1 Definition and Characteristics of Games 27
3.2 Types of Games 29
References 34
Chapter 4: What is Gamification in Learning and Education? 36
4.1 Games and Gamification 36
4.1.1 Types of Games for Gamification 36
4.1.1.1 War Game 36
4.1.1.2 Simulation Game 37
4.1.1.3 Serious Game 37
4.1.1.4 Alternate Reality Game (ARG) 38
4.1.2 Definition of Gamification 38
4.1.3 Historical Foundations of Gamification 39
4.1.4 Definition of Gamification in Learning and Education 40
4.2 Gamification and Economics 41
4.2.1 Gamification and Experience Economy 41
4.2.2 Gamification and Behavioral Economics 43
4.2.2.1 Dual Process Theory 43
4.2.2.2 Anchoring Effect 44
4.2.2.3 Conformity 45
4.2.2.4 Punishment 45
4.3 Effects of Gamification 45
4.3.1 Learning Achievement 46
4.3.2 Psychological and Behavioral Changes 46
References 47
Chapter 5: Theories for Gamification in Learning and Education 50
5.1 Motivation Theory 50
5.2 Self-Determination Theory 51
5.3 Achievement Goal Theory 52
5.4 Social Learning Theory and Situated Learning Theory 53
5.5 Feedback 54
References 55
Chapter 6: Students’ Perception of Gamification in Learning and Education 59
6.1 Types of Fun in a Game 59
6.2 Types of Gamers in Game 62
6.3 Handling Griefers and Rule Breakers 63
6.3.1 Griefers 64
6.3.2 Rule Breakers 66
References 66
Chapter 7: Gamification Framework 68
7.1 Gamification Framework for Education and Learning 68
7.2 Story 71
7.2.1 Origin of Story 72
7.2.2 Principle Rules of Storylining 73
7.3 Dynamics 73
7.4 Mechanics 74
7.4.1 Rewards 75
7.4.2 Reward Schedules: Algorithms for Rewards 84
7.4.3 Avoidance: Behavior to Avoid Penalties 84
7.4.4 Leaderboard: A Board Showing Leading Gamers’ Achievements. 85
7.4.5 Status: Avatar, Ranking, or Social Relationship Within a Game 86
7.4.6 Quest: Specific Mission to Complete to Receive Rewards 87
7.5 Technology 88
7.5.1 Hardware 89
7.5.1.1 Wearable Devices 89
7.5.1.2 Augmented Reality 91
7.5.2 Software 93
7.5.2.1 Gamification Platform 94
7.6 Tools for Developing Games and Augmented Reality 96
References 97
Chapter 8: Gamification Strategy 100
8.1 Manpower Planning and Development Process 100
8.1.1 Manpower Planning 100
8.1.2 Development Process 102
8.2 Gamification Target Analysis 104
8.2.1 Instructional Objective Identification 104
8.2.2 Definition of Gamification Scope 105
8.2.3 Analysis of Learner Characteristics 106
8.3 Gamification Element Design 106
8.3.1 Motivational Strategy 106
8.3.2 Story and Dynamics Design 107
8.3.3 Mechanics Design 107
8.4 Development 110
8.5 Deployment and Implementation 113
8.6 Evaluation and Improvement 113
8.6.1 Learning Achievement and Fun 113
8.6.2 Improvement 114
References 115
Chapter 9: Legal and Ethical Issues 117
9.1 Legal Issues 117
9.1.1 Privacy 117
9.1.2 Copyright 119
9.1.3 Ownership 119
9.2 Ethical Issues 120
9.2.1 Justification 120
9.2.2 Deception 121
9.2.3 Consent 121
9.2.4 Limitation of Acceptable Fun 122
9.3 Side Effects 122
9.3.1 Pointsification 122
9.3.2 Dangerous Gamification 123
9.3.3 Threat to Core Values 123
References 124
Chapter 10: Gamification Cases in Education 125
10.1 Just Press Play 125
10.2 Who is Herring Hale? 126
10.3 Star Question 127
10.4 Multiplayer Classroom 128
10.5 Classcraft 129
10.6 simSchool 130
References 131
Chapter 11: Gamification Cases in STEM Education 132
11.1 Labster 132
11.2 CodeCombat 134
11.3 Plantville 135
11.4 Kumon 137
11.5 Stop Disasters 138
11.6 The Radix Endeavor 142
References 146
Chapter 12: Gamification Cases in Liberal Arts and Social Science Education 147
12.1 Duolingo 147
12.2 Practice Series 149
12.3 Economics Games 151
12.4 Deloitte Leadership Academy 155
References 155
Chapter 13: Gamify Your Instruction 156
13.1 Experience Gamification of Learning! 156
13.2 Gamify Your Own Instruction 157
References 159
Index 160

Erscheint lt. Verlag 19.9.2017
Reihe/Serie Advances in Game-Based Learning
Zusatzinfo XIV, 159 p. 76 illus., 60 illus. in color.
Verlagsort Cham
Sprache englisch
Themenwelt Sozialwissenschaften Pädagogik Schulpädagogik / Grundschule
Schlagworte Engagement • Gamification • Gamification Strategy • Learning and education • Learning and Instruction • Strategy
ISBN-10 3-319-47283-6 / 3319472836
ISBN-13 978-3-319-47283-6 / 9783319472836
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