This wiki collects numerous resources regarding gamification: videos, books, examples of gamified websites, and explanations of specific game mechanics.
This post discusses downsides of gamification in the classroom, and it links to many interesting resources.
"I'm increasingly concerned about approaches that I think will suck the life out of gaming and play..."
An interesting post on games in education that links to many examples for learning to code and mentions some other online educational environments that use gamification.
Hi Stephanie -
This article also seems to highlight the extrinsic rewards of points and badges -- calling it "gamification." And given our last conversation in class, I wonder if all the points and badges will kill the intrinsic desire to play the games. Interestingly, there was a comment with a link to another article http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ where the writer notes that some games just use "pointification," and that the best games are the ones that have rich cognitive, emotional and social aspects, with choice and skill... but not dependent on points/badges. In light of our "motivation" conversations, it will be interesting to watch how gaming in the classroom plays out if they are largely point/badges driven.
Although learning game design is valuable in itself, the learning objectives are vague and feedback doesn't seem to be embedded in the process. Gamestar claims that the game is adaptable to all content areas, however, without learning objectives from the outset students may master game design without learning classroom subject matter.
Learn about the gamification of the university experience at RIT's School of Interactive Games & Media. I learned about this at a MIT talk on Civic Games, which was written up here: http://civic.mit.edu/blog/mstem/event-writeup-civic-games. They only really touched on motivation, autonomy, and rewards, but the transcript is also worth checking out for the names of people, books, and sites mentioned.
This article breaks down Angry Birds to distill lessons for educators, talking about engagement, mastery, keeping users in the zone of proximal development, and of course, gamification.
How can we make learning easier and more likable with the help of technology? Speakers at Skillshare's first ever Penny Conference discuss ways we can redefine education, from the way we think about learning to distributing and accessing education.
This article discusses the gamification of life, and how it can be a good thing. But can gamification really bring about world peace? How gamified do you want your life to be?
This takes rewards to a whole new level. Do you think people contribute to this website because the are motivated by the cash rewards or because they are genuinely interested in problem solving?
new phase of Aspire, we’ll take a “socially innovative” approach that goes beyond traditional philanthropy, engaging people and technology to create new and different solutions to social problems.
new Aspire will also leverage technology to connect with students in new and more effective ways. And you can expect to see a particular emphasis on gamification (using game techniques to teach students math, science and other applications), mobile applications, video and social media – the communications environments in which many of today’s students are most comfortable – to instill a new level of excitement into learning.