Excellent synopsis of the principles of gamification. I particularly liked the game mechanics and exemplars sections - useful for conceptualising how elements of games could work in educational practice.
"Game Changers: Education and Information Technologies is a collection of chapters and case studies contributed by college and university presidents, provosts, faculty, and other stakeholders. Institutions are finding new ways of achieving higher education's mission without being crippled by constraints or overpowered by greater expectations."
Okay, so this is good for two reasons: it demonstrates some of the principles of gamification in practice, but also, the little activities she does could be a good icebreaker activity for a learning experience.
A practical resource demonstrating the benefits of a more progressive and less proprietorial approach to knowledge transfer, and makes a strong case for a new, open, technology-enabled approach:
- achieving more with less
- the importance of a team rather than individualist approach to KT
- the benefits of an open innovation approach, for example accessing new knowledge and perspectives through crowd-sourcing
(for more see http://www.jiscinfonet.ac.uk/infokits/kt/about)
Nicely breaks up elearning interactivity into 4 levels - from Level 1: Passive (no interaction) up to Level 4: Simulation and game-based learning. Provdies examples of activites in each level.