Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences
320Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences
320Hardcover
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Overview
When it comes to the gamification of learning, what most instructional designers do is take their content then throw some game mechanics at it, present it to their learners, hoping the learners will find it interesting or engaging. The reason so many gamification programs fail is because there hasn’t been a purposeful approach to applying game mechanics to a learning program…
…Until now.
Written in a smart, sarcastic, self-effacing, and, at times, humorous style, this book invites you to set aside your content and focus on the learner first, determining what game mechanics they find “fun” then add in your content to create learning experiences you are confident they’ll enjoy.
This book balances between an explanation of scientific profiles, gamification philosophy, and practical application, realizing that readers are differently motivated when it comes to Curiosity. While informative, perhaps even entertaining, the ultimate purpose of this book is to equip Learning and Development professionals with a scientifically valid, practical, applicable process for adding game mechanics to their learning programs.
Product Details
ISBN-13: | 9780990326298 |
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Publisher: | Entreprenow |
Publication date: | 11/22/2019 |
Pages: | 320 |
Sales rank: | 782,624 |
Product dimensions: | 8.00(w) x 10.00(h) x 0.75(d) |
About the Author
Prior to becoming Chief Motivation Officer at Sententia Gamification, Jonathan dedicated a decade of study into the science and art of motivation and persuasion. As a speaker, he has helped audiences from Melbourne, Australia to Augusta, Maine more effectively communicate with their customers and employees. With Sententia Gamification, he applies his knowledge and experience to make learning more enticing, engaging, and encouraging through gamification.
Jonathan has authored four other books under his own name, and has ghostwritten 57 other books. He is also an adjunct professor at the University of Nevada, Las Vegas, though he lives in Austin, TX.
A purveyor of persuasion and bourbon connoisseur, Jonathan is constantly curious about why people do what they do.
Monica Cornetti works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the "Gamification Gurus Power 100" by RISE in 2015, 2016, 2017, and 2018; and was also recognized as a Top 3 Finalist in the "Gamification Guru of the Year Award" by the World Gamification Congress held in Barcelona, Spain.
Monica is the Founder and CEO of Sententia Gamification, Founder and Gamemaster of GamiCon (the annual international conference for the gamification of learning), and the author of the book Totally Awesome Training Activities Guide: Put Gamification to Work for You.
She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship.
Monica is hired for her skill as a gamification speaker and strategist, and is considered at the top of her field in gamification design for corporate training and adult education. When she is not busy changing learning with gamification, Monica can be found "researching" gameplay with her grandchildren (It's easier to schedule research" into her calendar than playing).
Table of Contents
How to “Read” This Book 1
Meet the Authors 2
Preface: An Opening Analogy 5
Introduction 7
Problem #1: What is fun? 9
Problem #2: There Are Over 300 Game Mechanics 13
Problem #3: Self-Hugging 17
Problem #4: There are Lots of Them 21
Learner Personas 23
Creating Your Learner Persona Part 1:
In the Ideal World... 31
Creating Your Learner Persona Part 2:
The Formula 37
Case Study: Sententia’s Learner Persons 51
Introducing Steven Reiss 57
The 16 Core Desires
Core Desire 1: Acceptance 69
Core Desire 2: Beauty 77
Core Desire 3: Curiosity 83
Core Desire 4: Eating 91
Core Desire 4: Family 97
Core Desire 5: Honor 103
Core Desire 6: Idealism 111
Core Desire 7: Independence 119
Core Desire 8: Order 125
Core Desire 9: Physical Activity 133
Core Desire 10: Power 139
Core Desire 11: Saving 147
Core Desire 12: Social Contact 155
Core Desire 13: Status 163
Core Desire 15: Tranquility 171
Core Desire 16: Vengeance 179
This is Not That, Part 1: Player Types 189
This is Not That, Part 2: Personality Traits 201
Creating Your Learner Persona Part 3:
Creating Their Motivation Profile 213
A Theory of Fun 217
Matching Mechanics to Motivators 221
Case Studies 239
Endings and Iteration 249
Appendix A: Demographics and Psychographics 255
Appendix B: Motivational Interviews 261
Appendix C: Mechanics: The List 273
Appendix D: Recommended Reading 299
Index 307