: Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton
: Gamification in Learning and Education Enjoy Learning Like Gaming
: Springer-Verlag
: 9783319472836
: Advances in Game-Based Learning
: 1
: CHF 142.50
:
: Schulpädagogik, Didaktik, Methodik
: English
: 164
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF
Th s 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.

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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).  

Preface5
Contents8
About the Authors12
Chapter 1: Beginning of Journey14
1.1 Complete Your Mission14
1.1.1 Background14
1.1.2 Rules of the Game15
1.1.3 Analysis of the Game16
1.1.4 Responses17
1.2 Reasons Why We Need Gamification in Learning and Education17
Chapter 2: Engagement and Fun19
2.1 Engagement19
2.1.1 Engagement and Flow Theory19
2.1.2 Engagement in Games21
2.2 Fun22
2.3 Over-engagement or Addiction24
2.4 Alief25
References25
Chapter 3: What Is a Game?27
3.1 Definition and Characteristics of Games27
3.2 Types of Games29
References34
Chapter 4: What is Gamification in Learning and Education?36
4.1 Games and Gamification36
4.1.1 Types of Games for Gamification36
4.1.1.1 War Game36
4.1.1.2 Simulation Game37
4.1.1.3 Serious Game37
4.1.1.4 Alternate Reality Game (ARG)38
4.1.2 Definition of Gamification38
4.1.3 Historical Foundations of Gamification39
4.1.4 Definition of Gamification in Learning and Education40
4.2 Gamification and Economics41
4.2.1 Gamification and Experience Economy41
4.2.2 Gamification and Behavioral Economics43
4.2.2.1 Dual Process Theory43
4.2.2.2 Anchoring Effect44
4.2.2.3 Conformity45
4.2.2.4 Punishment45
4.3 Effects of Gamification45
4.3.1 Learning Achievement46
4.3.2 Psychological and Behavioral Changes46
References47
Chapter 5: Theories for Gamification in Learning and Education50
5.1 Motivation Theory50
5.2 Self-Determination Theory51
5.3 Achievement Goal Theory52
5.4 Social Learning Theory and Situated Learning Theory53
5.5 Feedback54
References55
Chapter 6: Students’ Perception of Gamification in Learning and Education59
6.1 Types of Fun in a Game59
6.2 Types of Gamers in Game62
6.3 Handling Griefers and Rule Breakers63
6.3.1 Griefers64
6.3.2 Rule Breakers66
References66
Chapter 7: Gamification Framework68
7.1 Gamification Framework for Education and Learning68
7.2 Story71
7.2.1 Origin of Story72
7.2.2 Principle Rules of Storylining73
7.3 Dynamics73
7.4 Mechanics74
7.4.1 Rewards75
7.4.2 Reward Schedules: Algorithms for Rewards84
7.4.3 Avoidance: Behavior to Avoid Penalties84
7.4.4 Leaderboard: A Board Showing Leading Gamers’ Achievements.85
7.4.5 Status: Avatar, Ranking, or Social Relationship Within a Game86
7.4.6 Quest: Specific Mission to Complete to Receive Rewards87
7.5 Technology88
7.5.1 Hardware89
7.5.1.1 Wearable Devices