Kapp, Karl M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Traning and Education. 2012. 302p. ISBN 9781118096345.
In the last 30 years, the arrival of computers in schools changed education from a process driven by a teacher standing in front of the classroom distributing information while students took notes, to one where students are increasingly more responsible for guiding their own learning. One of the major change that has occurred has been the addition of games in educational settings, particularly video games. Used as engaging tools to develop skills and deliver content, digital games have evolved from off-the-shelf commercial games adapted for narrow purposes in specific school programs, to a bevy of educational games developed specifically for the educational market and its 1:1 program of providing a device for every student.
Digital engagement is important to motivate students and foster curiosity, but games can do so much more, from developing life-long interests to exploring topics in a safe and secure manner. Ultimately, gamification gives the student more control over their own educational outcomes. The Gamification of Learning and Instruction explores what gamification is, and how games can be developed to achieve specific learning goals and objectives. Learning theories are explored and applied to gamification, and the results of decades of research is presented to explain how games can be effective in education. The various types of game players are examined, before delving into the role of novice and expert players. Finally, gamification design processes are outlined.
Those interested in how games can be implemented in a classroom will appreciate the details presented in this book that remains factual almost a decade after being first published.
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