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Action-First Learning

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Game On! Action-Based Training Designs for Better Learning Passive learning just doesn’t cut it in today’s evolving, competitive workplace. Research demonstrates that action-first learning works be...
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  • 15 April 2025
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Game On! Action-Based Training Designs for Better Learning

Passive learning just doesn’t cut it in today’s evolving, competitive workplace. Research demonstrates that action-first learning works because it engages the mind immediately and makes sure that knowledge and skills will stick. With a more diverse array of action-based training designs, organizations can motivate learners, provide hands-on, collaborative practice, and drive behavioral change.

In Action-First Learning, educator and tech expert Karl M. Kapp covers nine distinct types of learning experiences in one volume—from card and board games, escape rooms, and branching scenarios to augmented reality and AI-powered coaching. He explains why each design works and how to choose, plan, and execute the right kind of project for your goals. Each chapter includes a detailed case study, a design checklist, and tips on how to leverage AI in the creation of action-first learning.

The book includes a chapter by instructional designer Amy Pape about how to improve action-first learning through accessibility and another by L&D expert Kevin Thorn on the use of comics in action-first learning.

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Price: $41.99
Pages: 324
Publisher: Association for Talent Development
Imprint: Association for Talent Development
Publication Date: 15 April 2025
Trim Size: 9.00 X 6.00 in
ISBN: 9781957157924
Format: Paperback
BISACs: Teacher training, Teaching skills & techniques, Personnel & human resources management
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“Karl Kapp’s Action-First Learning is a must-read for anyone in learning and development. It offers clear, actionable strategies to create learning experiences that truly resonate with participants and drive real-world results.”
—David Kelly, Chairman, The Learning Guild

“Karl’s latest book brilliantly combines learning with interactivity and fun. It ensures effective learning experiences and meaningful results in today’s distracted, AI-driven world.”
—Christina Holloway, CPTD, SHRM-SCP, Director, Learning and Development, NTT DATA

“Get ready to shake up traditional learning! This book is a valuable resource for anyone aiming to make learning more engaging. Introducing the Action-First Learning Framework, it’s packed with practical strategies, real-world case studies, and AI-powered tips. Discover a fresh approach to elevate how you teach and learn.”
—Jessica Briskin, PhD, Associate Professor, Commonwealth University, Bloomsburg

“This is exactly the kind of idea book I like to keep handy. Another practical gem from Karl Kapp, Action-First Learning underscores just how important it is to engage learners up front and offers design guidelines for nine versatile game structures. It also contains inspiring examples that will spark your creativity. I highly recommend it!”
—Catherine Lombardozzi, Learning Strategy Consultant and Founder, Learning 4 Learning Professionals

Karl Kapp has a worldwide reputation as one of the pioneers in the gamification of learning and instruction, having literally written the book on the topic. Now, he is making headlines with his newest book, Action-First Learning: Instructional Design Techniques to Engage and Inspire. Kapp is an expert in creating engaging, interactive, and effective learning events—from interactive presentations to high-stakes card and board games for learning. He works all over the world helping employers (from Fortune 100 companies to startup organizations) deliver meaningful instruction using the interactive techniques outlined in this book. He is a TEDx speaker, an international keynoter, and the author of more than a dozen LinkedIn Learning courses. Discover why his work has made such an impact in the field and turn your learning events into action-packed experiences that drive employee performance.

Introduction

Chapter 1. Actions Speak Louder Than Words

Chapter 2. It’s in the Cards: Card Games for Learning

Chapter 3. Pass Go, Collect $200: Board Games for Learning

Chapter 4. The Great Escape: Escape Rooms for Learning

Chapter 5. Super Storytelling: Instructional Comics for Learning (by Kevin Thorn)

Chapter 6. Choose Your Path: Branching Scenarios for Learning

Chapter 7. Live and In-Person: Live Interactive Experiences for Learning

Chapter 8. Get Real: Augmented Reality for Learning

Chapter 9. Becoming an Avatar: A Metaverse for Learning

Chapter 10. An Anytime, Anywhere Coach: AI-Powered Coaching for Learning

Chapter 11. Action-First for Everyone: Improve Learning Experiences Through Accessibility (by Amy Pape)

Chapter 12. What’s Next? Design Your Action-First Learning Project