Description

Book Synopsis
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.

Table of Contents

List of Figures and Tables xii

Contents on the Web xv

Foreword by Kevin Kruse xvii

Preface xxi

Acknowledgments xxvii

About the Author xxix

Contributors xxxi

Chapter 1 What Is Gamification? 1

Chapter Questions 1

Introduction 2

Gamification in Action 2

What Is a Game? 6

What Is Gamification? 9

What Gamification Is Not 12

Gamification Versus Serious Games 15

Growth of Gamification 18

Who Is Using Gamification 19

Implications and Importance to the Future of Learning 22

Key Takeaways 23

Chapter 2 It’s in the Game: Understanding Game Elements 25

Chapter Questions 25

Introduction 26

Abstractions of Concepts and Reality 26

Goals 28

Rules 29

Conflict, Competition, or Cooperation 31

Time 32

Reward Structures 33

Feedback 35

Levels 37

Storytelling 41

Curve of Interest 45

Aesthetics 46

Replay or Do Over 48

Implications and Importance to the Future of Learning 49

Key Takeaways 50

Chapter 3 Theories Behind Gamification of Learning and Instruction 51

Chapter Questions 51

Introduction 51

Motivation 52

The Taxonomy of Intrinsic Motivation 58

Self-Determination Theory 63

Distributed Practice 65

Scaffolding 66

Episodic Memory 67

Cognitive Apprenticeship 69

Social Learning Theory 70

Flow 71

Key Takeaways 74

Chapter 4 Research Says Games Are Effective for Learning 75

Chapter Questions 75

Introduction 76

Game Research 76

Randel’s Meta-Analysis 77

Wolfe’s Meta-Analysis 80

Hays’ Meta-Analysis 80

Vogel’s Meta-Analysis 82

Ke’s Qualitative Meta-Analysis 83

Sitzmann’s Meta-Analysis 85

Elements of Games 88

Key Takeaways 101

Chapter 5 Leveling Up: What Gamification Can Do 105

Chapter Questions 105

Introduction 106

Improving Surgeon Hand-Eye Coordination 106

Solving Problems 108

Teaching Higher Order Skills 110

Thinking the Unthinkable 112

Thinking Like Your Opponent 113

Engaging Learners in a Live Classroom 115

Helping People Lose Weight 116

Making Physical Therapy More Enjoyable 119

Influencing Pro-Social Behavior 119

Testing Knowledge and Performance 123

Good for Young and Old 125

Key Takeaways 126

Chapter 6 Achiever or Killer? Player Types and Game Patterns 127

Chapter Questions 127

Introduction 128

Types of Play 128

Player Skill Levels 131

Bartle’s Player Types 132

Caillois’ Patterns of Play 137

Game Interactions 141

Key Takeaways 142

Chapter 7 Applying Gamification to Problem Solving 143

Chapter Questions 143

Introduction 144

Differences Between Novices and Experts 145

Turning Novices into Experts 147

Preparing Firefighters 158

Gamification of Problem Solving 161

Key Takeaways 164

Chapter 8 Applying Gamifi cation to Learning Domains 165

Chapter Questions 165

Introduction 166

Declarative Knowledge 167

Conceptual Knowledge 171

Rules-Based Knowledge 177

Procedural Knowledge 181

Soft Skills 185

Affective Domain 185

Psychomotor Domain 187

Key Takeaways 190

Chapter 9 Managing the Gamifi cation Design Process 193

Chapter Questions 193

Introduction 194

Development Process: ADDIE vs. Scrum 195

Team 202

Design Document 205

Paper Prototyping 216

Key Takeaways 217

Chapter 10 Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair 219

Chapter Questions 219

Introduction 220

Measurement vs. Completion Achievements 220

Boring vs. Interesting Tasks 222

Achievement Difficulty 223

Goal Orientation 224

Expected vs. Unexpected Achievements 225

When Achievement Notification Occurs 227

Achievement Permanence 228

Who Can See Earned Achievements? 229

Negative Achievements 230

Achievements as Currency 231

Incremental and Meta Achievements 232

Competitive Achievements 233

Non-Competitive Cooperative Achievements 235

Key Takeaways 236

Chapter 11 Perspective of a Gamer, by Nathan Kapp 239

Chapter Questions 239

Introduction 240

Gamer Generation 240

Mario Kart: Thinking Outside the Box 240

Madden Football: Analyzing Problems 241

RuneScape: The Art of the Deal 243

Civilization Revolution: Balancing Resources 244

Games vs. School 245

Key Takeaways 246

Chapter 12 Casual Game Site: DAU Case Study, by Alicia Sanchez 247

Chapter Questions 247

Introduction 248

Games and Simulations in the Curriculum 248

DAU Casual Games Initiative 249

Games Portal 254

Key Takeaways 255

Chapter 13 Alternate Reality Games for Corporate Learning, by Koreen Olbrish 257

Chapter Questions 257

Introduction 258

Zombie Apocalypse 258

What Is an ARG? 259

ARG Terminology 260

Design Principles for ARGs 261

Potential of ARGs 263

Key Takeaways 264

Chapter 14 If You Want to Learn More, Play Games 265

Chapter Questions 265

Introduction 266

Pick a Card, Any Card—A Game of Phones 266

Survival Master 271

The Virtue of Gamification 274

Next Steps 275

Key Takeaways 276

Glossary 277

Notes 285

Index 297

The Gamification of Learning and Instruction

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    A Hardback by Karl M. Kapp

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      View other formats and editions of The Gamification of Learning and Instruction by Karl M. Kapp

      Publisher: John Wiley & Sons Inc
      Publication Date: 15/05/2012
      ISBN13: 9781118096345, 978-1118096345
      ISBN10: 1118096347

      Description

      Book Synopsis
      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.

      Table of Contents

      List of Figures and Tables xii

      Contents on the Web xv

      Foreword by Kevin Kruse xvii

      Preface xxi

      Acknowledgments xxvii

      About the Author xxix

      Contributors xxxi

      Chapter 1 What Is Gamification? 1

      Chapter Questions 1

      Introduction 2

      Gamification in Action 2

      What Is a Game? 6

      What Is Gamification? 9

      What Gamification Is Not 12

      Gamification Versus Serious Games 15

      Growth of Gamification 18

      Who Is Using Gamification 19

      Implications and Importance to the Future of Learning 22

      Key Takeaways 23

      Chapter 2 It’s in the Game: Understanding Game Elements 25

      Chapter Questions 25

      Introduction 26

      Abstractions of Concepts and Reality 26

      Goals 28

      Rules 29

      Conflict, Competition, or Cooperation 31

      Time 32

      Reward Structures 33

      Feedback 35

      Levels 37

      Storytelling 41

      Curve of Interest 45

      Aesthetics 46

      Replay or Do Over 48

      Implications and Importance to the Future of Learning 49

      Key Takeaways 50

      Chapter 3 Theories Behind Gamification of Learning and Instruction 51

      Chapter Questions 51

      Introduction 51

      Motivation 52

      The Taxonomy of Intrinsic Motivation 58

      Self-Determination Theory 63

      Distributed Practice 65

      Scaffolding 66

      Episodic Memory 67

      Cognitive Apprenticeship 69

      Social Learning Theory 70

      Flow 71

      Key Takeaways 74

      Chapter 4 Research Says Games Are Effective for Learning 75

      Chapter Questions 75

      Introduction 76

      Game Research 76

      Randel’s Meta-Analysis 77

      Wolfe’s Meta-Analysis 80

      Hays’ Meta-Analysis 80

      Vogel’s Meta-Analysis 82

      Ke’s Qualitative Meta-Analysis 83

      Sitzmann’s Meta-Analysis 85

      Elements of Games 88

      Key Takeaways 101

      Chapter 5 Leveling Up: What Gamification Can Do 105

      Chapter Questions 105

      Introduction 106

      Improving Surgeon Hand-Eye Coordination 106

      Solving Problems 108

      Teaching Higher Order Skills 110

      Thinking the Unthinkable 112

      Thinking Like Your Opponent 113

      Engaging Learners in a Live Classroom 115

      Helping People Lose Weight 116

      Making Physical Therapy More Enjoyable 119

      Influencing Pro-Social Behavior 119

      Testing Knowledge and Performance 123

      Good for Young and Old 125

      Key Takeaways 126

      Chapter 6 Achiever or Killer? Player Types and Game Patterns 127

      Chapter Questions 127

      Introduction 128

      Types of Play 128

      Player Skill Levels 131

      Bartle’s Player Types 132

      Caillois’ Patterns of Play 137

      Game Interactions 141

      Key Takeaways 142

      Chapter 7 Applying Gamification to Problem Solving 143

      Chapter Questions 143

      Introduction 144

      Differences Between Novices and Experts 145

      Turning Novices into Experts 147

      Preparing Firefighters 158

      Gamification of Problem Solving 161

      Key Takeaways 164

      Chapter 8 Applying Gamifi cation to Learning Domains 165

      Chapter Questions 165

      Introduction 166

      Declarative Knowledge 167

      Conceptual Knowledge 171

      Rules-Based Knowledge 177

      Procedural Knowledge 181

      Soft Skills 185

      Affective Domain 185

      Psychomotor Domain 187

      Key Takeaways 190

      Chapter 9 Managing the Gamifi cation Design Process 193

      Chapter Questions 193

      Introduction 194

      Development Process: ADDIE vs. Scrum 195

      Team 202

      Design Document 205

      Paper Prototyping 216

      Key Takeaways 217

      Chapter 10 Congratulations! Selecting the Right In-Game Achievements, by Lucas Blair 219

      Chapter Questions 219

      Introduction 220

      Measurement vs. Completion Achievements 220

      Boring vs. Interesting Tasks 222

      Achievement Difficulty 223

      Goal Orientation 224

      Expected vs. Unexpected Achievements 225

      When Achievement Notification Occurs 227

      Achievement Permanence 228

      Who Can See Earned Achievements? 229

      Negative Achievements 230

      Achievements as Currency 231

      Incremental and Meta Achievements 232

      Competitive Achievements 233

      Non-Competitive Cooperative Achievements 235

      Key Takeaways 236

      Chapter 11 Perspective of a Gamer, by Nathan Kapp 239

      Chapter Questions 239

      Introduction 240

      Gamer Generation 240

      Mario Kart: Thinking Outside the Box 240

      Madden Football: Analyzing Problems 241

      RuneScape: The Art of the Deal 243

      Civilization Revolution: Balancing Resources 244

      Games vs. School 245

      Key Takeaways 246

      Chapter 12 Casual Game Site: DAU Case Study, by Alicia Sanchez 247

      Chapter Questions 247

      Introduction 248

      Games and Simulations in the Curriculum 248

      DAU Casual Games Initiative 249

      Games Portal 254

      Key Takeaways 255

      Chapter 13 Alternate Reality Games for Corporate Learning, by Koreen Olbrish 257

      Chapter Questions 257

      Introduction 258

      Zombie Apocalypse 258

      What Is an ARG? 259

      ARG Terminology 260

      Design Principles for ARGs 261

      Potential of ARGs 263

      Key Takeaways 264

      Chapter 14 If You Want to Learn More, Play Games 265

      Chapter Questions 265

      Introduction 266

      Pick a Card, Any Card—A Game of Phones 266

      Survival Master 271

      The Virtue of Gamification 274

      Next Steps 275

      Key Takeaways 276

      Glossary 277

      Notes 285

      Index 297

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