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Thinking about Gamification in Learning and Instruction

Kapp Notes

The first part of the chapter is an attempt to identify the key elements in the definition of gamification. Gamification is an emergent approach to instruction which facilitates learning and encourages motivation through the use of game elements, mechanics and game-based thinking. 2011, Groh, 2012). Origin of Term.

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#DevLearn 2012: Kapp Presentation Resources

Kapp Notes

Saw a bunch colleagues and friends, and had lots of fun in the Gamification Workshop. So the slides to the Gamification workshop can be found here. Understanding Games and Gamification for Serious Learning. Understanding Games and Gamification for Learning from Karl Kapp. Pictures from the Gamification Workshop.

DevLearn 242
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Gamification: What it is and Why it Matters

LearnDash

Gamification is being implemented into elearning as more learning management systems, instructional designers, teachers, and organizations realize the benefit of including some form of game learning into their courses. Gamification is the further evolution of game theory and game-based learning.

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Top 50 eLearning Posts For 2011

Upside Learning

So we thought it would be interesting take a journey down our blog for some of the most popular and noteworthy posts of 2011. So without much ado, here are Top 50 eLearning Posts of 2011 from our blog as determined by you, our readers. The Gamification Of SAP. Reflect on them. Debate them. Enjoy them! The Promise Of 3D Learning.

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#Game and #Gamification Articles, Slides and Some Resources

Kapp Notes

Fall 2011 Training Industry Quarterly Article: Improving Training: Thinking Like a Game Developer. July 2012 T&D Article: Games, Gamification and the Quest for Interactive Learning. Fall 2012 Training Industry Quarterly Article 5 Gaming Elements for elearning.

Slides 160
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Create Autonomy in Gamification and Other Learning Environments

Kapp Notes

When thinking about creating a gamification experience (or any learning experience), allow and encourage the learner to make meaningful and consequential choices. Clark & Mayer, 2011; Reeve et al., A gamification experience has to incorporate not just explicit engagement, but meaningful choice. & Zimmerman, E.

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Top 10 eLearning Predictions 2011 #LCBQ

Tony Karrer

This month's LCBQ is What are your Predictions and Plans for 2011? Tony Bates - eLearning Outlook for 2011 1. Of course, you can’t look at learning in 2011 without mentioning mobile learning. We would welcome lots of discussion. Grows - But Creating "eLearning 2.0 The Future is Mobile 3. More Multimedia 5.