Academic Notes·
The Gamification of Education: The world has entered a bright new technology-driven era, yet the education
system remains rooted in a gray industrial past (Cohen, 2011).
http://search.proquest.com.ezproxy.lib.ucalgary.ca/docview/884627174
The Gamification of Learning: The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s (Renaud, & Wagoner, 2011).
http://ucalgary.summon.serialssolutions.com/document/show?id=FETCHMERGED- eric_primary_EJ9652501& keep_r=true&s.fvf%5B%5D=Discipline%2CEducation&s.fvf%5B%5D=ContentType%2CJournal+Article%2Cfalse&s.q=gamification
Gamification: The Latest Buzzword and the Next Fad: The term gamification seems to be the latest buzzword in the learning realm. The term describing the use of game mechanics in non-game contexts, has rapidly been hijacked by the industry as a marketing term (Boule, 2012).
http://dl.acm.org.ezproxy.lib.ucalgary.ca/citation.cfm?id=2421596
Game gain: games and simulations are anything but child's play for astute trainers. The evolution of gamification and multiplayer online games is ramping up organizational interest and learner engagement (Weisten, 2012).
http://go.galegroup.com.ezproxy.lib.ucalgary.ca/ps/i.do?id=GALE%7CA321899118&v=2.1&u=ucalgary&it=r&p=AONE&sw=w
The Gamification of Education: The world has entered a bright new technology-driven era, yet the education
system remains rooted in a gray industrial past (Cohen, 2011).
http://search.proquest.com.ezproxy.lib.ucalgary.ca/docview/884627174
The Gamification of Learning: The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s (Renaud, & Wagoner, 2011).
http://ucalgary.summon.serialssolutions.com/document/show?id=FETCHMERGED- eric_primary_EJ9652501& keep_r=true&s.fvf%5B%5D=Discipline%2CEducation&s.fvf%5B%5D=ContentType%2CJournal+Article%2Cfalse&s.q=gamification
Gamification: The Latest Buzzword and the Next Fad: The term gamification seems to be the latest buzzword in the learning realm. The term describing the use of game mechanics in non-game contexts, has rapidly been hijacked by the industry as a marketing term (Boule, 2012).
http://dl.acm.org.ezproxy.lib.ucalgary.ca/citation.cfm?id=2421596
Game gain: games and simulations are anything but child's play for astute trainers. The evolution of gamification and multiplayer online games is ramping up organizational interest and learner engagement (Weisten, 2012).
http://go.galegroup.com.ezproxy.lib.ucalgary.ca/ps/i.do?id=GALE%7CA321899118&v=2.1&u=ucalgary&it=r&p=AONE&sw=w
Conferences
Gamification summit 2013
This international conference brings together top experts in engaging design. In 2013 Gamification will continue its meteoric ascent, becoming a key executive strategy for education, business, human resources, loyalty and marketing.
http://gsummit.com/sf13/why-attend-13/
Gamification 2013
Gamification 2013 is the premier event to share ideas, collaborate with thought leaders (academics and industry experts) and explore the future of gamification.
http://uwaterloo.ca/gamification/
Gamifying Education.org
Resources on the gamification of education.
http://www.gamifyingeducation.org/research/2012-national-stem-video-game-challenge.html
Gamification conferences
http://lanyrd.com/topics/gamification/
References
Boulet, G (2012). Gamification: The Latest Buzzword and the Next Fad. eLearn 2012, 12, pages.
DOI=10.1145/2407138.2421596 http://doi.acm.org/10.1145/2407138.2421596
Cohen, A. M. (2011). The Gamification of Education. The Futurist, 45(5), 16–17. Retrieved from http://ezproxy.lib.ucalgary.ca /login?url=http://search.proquest.com/docview/884627174?accountid=9838
Jenkins, H., Klopfer, E., Squire, K., & Tan, P. (2003). Entering the Education Arcade. Computers in Entertainment, 1(1), 17. doi:10.1145/950566.950591
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the Technology of Today, in the Classroom Today. The Education Arcade. Retrieved from http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Klopfer, E., Osterweil, S., Salen, K., Groff, J., & Roy, D. (2009). Moving learning games forward. The Education Arcade. Retrieved from http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Maehr, M. L., & Meyer, H. A. (1997). Reflections on the Field Understanding Motivation and Schooling : Where We've Been , Where We Are , and Where We Need to Go. Educational Psychology Review, 9(4). Retrieved from
http://deepblue.lib.umich.edu/bitstream/handle/2027.42/44456/10648_2004_Article_414425.p?sequence=1
Renaud, C., & Wagoner, B. (2011). The Gamification of Learning. Principal Leadership, 12(1), 56–59. Retrieved from http://ucalgary.summon.serialssolutions.com/link/0 /eLvHCXMwY2BQSDI2NjVMNEoyMzZPNLFMtbBItjAzNbJMTTNKMzNOS0lBuQoIqTR3E2JgSs0TZZBxcw1x9tAFTVjEF0DOXIh39bI0A83AGYoxsAD7xaniDKxpwPgB0sAyUxyoX5yBI8LS2SfSPwjKFYJx9YrB-5f0CkvEgUU0OHp1DfUMALQCJ5w
Smith-Robbins, S. (2011). "This Game Sucks": How to Improve the Gamification of Higher Education. New Horizons, 58–59. Retrieved from http://www.educause.edu/ero/article/game-sucks-how-to-improve-gamification-education
Squire, K. (2005). Changing the Game : What Happens When Video Games Enter the Classroom? Innovate, 1(6). Retrieved
from http://www.innovateonline.info/pdf/vol1_issue6/Changing_the_Game-__What_Happens_When_Video_Games_Enter_the_Classroom_.pdf
Squire, K., & Jenkins, H. (2003). Harnessing the Power of Games in Education. Insight, 3(5), 5–33. Retrieved from http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf
Weinstein, M. B. T.-T. (2012). Game gain: games and simulations are anything but child’s play for astute trainers. The
evolution of gamification and multiplayer online games is ramping up organizational interest and learner engagement, 49(5), 35+.
Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA321899118&v=2.1&u=ucalgary&it=r&p=AONE&sw=w
William J. Matthews. (2003). Constructivism in the Classroom : Epistemology, History, and Empirical Evidence. Teacher Education Quarterly, 30 (3), 51–64.
Gamification summit 2013
This international conference brings together top experts in engaging design. In 2013 Gamification will continue its meteoric ascent, becoming a key executive strategy for education, business, human resources, loyalty and marketing.
http://gsummit.com/sf13/why-attend-13/
Gamification 2013
Gamification 2013 is the premier event to share ideas, collaborate with thought leaders (academics and industry experts) and explore the future of gamification.
http://uwaterloo.ca/gamification/
Gamifying Education.org
Resources on the gamification of education.
http://www.gamifyingeducation.org/research/2012-national-stem-video-game-challenge.html
Gamification conferences
http://lanyrd.com/topics/gamification/
References
Boulet, G (2012). Gamification: The Latest Buzzword and the Next Fad. eLearn 2012, 12, pages.
DOI=10.1145/2407138.2421596 http://doi.acm.org/10.1145/2407138.2421596
Cohen, A. M. (2011). The Gamification of Education. The Futurist, 45(5), 16–17. Retrieved from http://ezproxy.lib.ucalgary.ca /login?url=http://search.proquest.com/docview/884627174?accountid=9838
Jenkins, H., Klopfer, E., Squire, K., & Tan, P. (2003). Entering the Education Arcade. Computers in Entertainment, 1(1), 17. doi:10.1145/950566.950591
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the Technology of Today, in the Classroom Today. The Education Arcade. Retrieved from http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Klopfer, E., Osterweil, S., Salen, K., Groff, J., & Roy, D. (2009). Moving learning games forward. The Education Arcade. Retrieved from http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Maehr, M. L., & Meyer, H. A. (1997). Reflections on the Field Understanding Motivation and Schooling : Where We've Been , Where We Are , and Where We Need to Go. Educational Psychology Review, 9(4). Retrieved from
http://deepblue.lib.umich.edu/bitstream/handle/2027.42/44456/10648_2004_Article_414425.p?sequence=1
Renaud, C., & Wagoner, B. (2011). The Gamification of Learning. Principal Leadership, 12(1), 56–59. Retrieved from http://ucalgary.summon.serialssolutions.com/link/0 /eLvHCXMwY2BQSDI2NjVMNEoyMzZPNLFMtbBItjAzNbJMTTNKMzNOS0lBuQoIqTR3E2JgSs0TZZBxcw1x9tAFTVjEF0DOXIh39bI0A83AGYoxsAD7xaniDKxpwPgB0sAyUxyoX5yBI8LS2SfSPwjKFYJx9YrB-5f0CkvEgUU0OHp1DfUMALQCJ5w
Smith-Robbins, S. (2011). "This Game Sucks": How to Improve the Gamification of Higher Education. New Horizons, 58–59. Retrieved from http://www.educause.edu/ero/article/game-sucks-how-to-improve-gamification-education
Squire, K. (2005). Changing the Game : What Happens When Video Games Enter the Classroom? Innovate, 1(6). Retrieved
from http://www.innovateonline.info/pdf/vol1_issue6/Changing_the_Game-__What_Happens_When_Video_Games_Enter_the_Classroom_.pdf
Squire, K., & Jenkins, H. (2003). Harnessing the Power of Games in Education. Insight, 3(5), 5–33. Retrieved from http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf
Weinstein, M. B. T.-T. (2012). Game gain: games and simulations are anything but child’s play for astute trainers. The
evolution of gamification and multiplayer online games is ramping up organizational interest and learner engagement, 49(5), 35+.
Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA321899118&v=2.1&u=ucalgary&it=r&p=AONE&sw=w
William J. Matthews. (2003). Constructivism in the Classroom : Epistemology, History, and Empirical Evidence. Teacher Education Quarterly, 30 (3), 51–64.