As more educators turn to gamification to teach core curriculum and engage students, how can we ensure that these games have real educational value and are not just entertainment? This is a collection of stories and resources to help answer that question.
Thoms, K. J. (2001). They're not just big kids: Motivating adult learners. Retrieved from: http://files.eric.ed.gov/fulltext/ED463720.pdf
This is a good paper for those who are working with adult learners
Wiggins, Grant and Jay McTighe. "What is Backward Design?," in Understanding by Design. 1st edition, Upper
Saddle River, NJ: Merrill Prentice Hall, 2001, pp. 7-19.
Copyright:
Association for Supervision and Curriculum Development 1998
Backward design, or designing with the end in mind, is explored in this first chapter of the book "Understanding by Design". It outlines how we as instructors can rethink how we deliver instruction, by first identifying what the desired results are, determining what evidence we will accept that illustrates these results and then plan learning experiences and instruction to achieve those results. This design process may help filter which features you may choose to use in a LMS or non-LMS.