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The information on this page pertains generally to the utilization of games in education and the related concept of gamification in the same context.
The Difference Between Gamification & Game-Based Learning
The Difference between Gamification and Game-Based Learning
Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not.
The Gamification of Learning and Instruction Fieldbook by
Publication Date: 2013-11-11
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.
What Video Games Have to Teach Us about Learning and Literacy by
Publication Date: 2007-12-26
One of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games likeWorld of WarCraft andHalf Life 2 are evaluated and theories of cognitive development are expanded.
Reality Is Broken by
Publication Date: 2011-12-27
In this groundbreaking book, Jane McGoniga shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds.
Theory of Fun for Game Design by
Publication Date: 2013-12-02
At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it's the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you're a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You'll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements.
Gamify Your Classroom by
Publication Date: 2014-12-23
This book is a field guide on how to implement game-based learning and «gamification» techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students.
Global Perspectives on Gameful and Playful Teaching and Learning by
Call Number: AVAILABLE ONLINE
Publication Date: 2019-12-27
In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.
Historia Ludens by
Call Number: D16.255.S5 H57 2020
Publication Date: 2019-09-04
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using "play" as a paradigm for novel approaches into historical scholarship. "Playing" and "gaming" are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.
Game & Learn: an introduction to educational gaming
An Introduction to Educational Gaming:
Video games can provide learners with rich worlds and complex narratives that both enhance and transform their educational experience.
History Respawned is a show where historians consider historical video games. The series concentrates on current games, but will occasionally include classic history games as well.
A podcast all about playful learning, #gamification, game based learning, and game inspired course design. Join in the fun with our crazy hosts as we talk about the passion of playful learning.
Games & Learning
Through coverage of the market, research and up-to-date analysis, Games and Learning reports on the opportunities and challenges facing those seeking to unlock the educational power of games
Why Use Gamification in Education?
By the time kids are 21, they’ve played 10,000 hours of video games, the same amount of time they’ve spent in school. Because of this, they’re more likely to respond to the use of games in other settings, like the classroom. This is called gamification, or applying game principles to non-game situations. Gamification is more likely to be successful today because students are more willing to be active participants in its implementation. They naturally gravitate to the aesthetics of games and immediately understand and respect their mechanics and rules.
PAXsims: simulations + conflict + peace building & development + training & education
PAXsims is devoted to the development and effective use of games and simulation-based learning concerning issues of conflict, peace building, and development in fragile and conflict-affected states, as well as to the policy application of gaming and simulation techniques. We welcome comments.
Some of the research behind PAXsims is funded by the Social Science and Humanities Research Council of Canada.
Dream Flight Adventures
Dream Flight Adventures™ is an immersive, interactive learning experience……that teaches teamwork, critical thinking, and problem solving……by blending science, technology, and engineering……with social studies, humanities, and art. In other words, it’s a real-life Magic School Bus. It’s part simulator, part game, and part theater—and it creates an out-of-this-world experience!
Simulation & Gaming
Simulation & Gaming Journal
For more than five decades, Simulation & Gaming (S&G): An Interdisciplinary Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research.
Play to Learn by
Publication Date: 2017-04-04
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Gameful learning is a pedagogical approach that takes inspiration from how good games function, and applies that to the design of learning environments. Gameful design operates in a self-deterministic framework–we want to apply what self-determination theory says about how intrinsic motivation works to build motivating classroom experiences.
Classcraft’s mission is to make school more relevant and meaningful by creating playful and collaborative learning experiences that teach the whole child.
We believe that the classroom can be reimagined using technology, games, and storytelling to create a learning environment that is culturally relevant to today's youth. Their future is likely to be very different from what we know today. It's our belief that fostering non-curricular cognitive skills like collaboration, empathy, leadership, communication, and self-expression will be a critical piece in helping prepare them for the changes they will face as adults.
Mission US is an award-winning educational media project that immerses young people in transformational moments from U.S. history. Developed for use by middle school students in the classroom and beyond, Mission US is a deeply-researched, award-winning educational media project with proven positive impact on history learning.
Interactive Engagement Research Society
Investigating Interaction for Educating through Game Based Learning
The Alternate Classroom is a blog focusing on game based learning projects that seek to transform classrooms into playful learning environments. It contains both the pedagogical philosophy behind these projects and in depth explorations of the logistics of designing, running, and iterating the units to help teachers design and execute game based learning curriculum. It will also contain the authors’ thoughts on game culture and game based learning initiatives.
AFTERSHOCK: A Humanitarian Crisis Game is a boardgame that explores the interagency cooperation needed to address the emergency and early recovery phase of a complex humanitarian crisis. AFTERSHOCK has been used in university courses (McGill University, Texas State University), to train humanitarian personnel (Canadian Disaster and Humanitarian Response Training Program), for HADR training within the US military, and for pre-deployment training of peacekeepers and CIVPOL personnel (Centro Conjunto para Operaciones de Paz de Chile).
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