WHY?
TEDxBerlin - Gabe Zichermann - "Changing the Game in Education." Retrieved from http://www.gamification.co/gabe-zichermann/
Games = Fun= Engagement
Klopfer, E., Osterweil, S., Salen, K., Groff, J., & Roy, D. (2009). Moving learning games forward. Education Arcade. Retrieved from http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
"The meaning of knowing today has shifted from being able to recall and repeat information to being able to find it, evaluate it and use it compellingly at the right time and in the right context." (retrieved from http://www.instituteofplay.org/about/context/why-games-learning/)
- Gamification has the potential to help build connections among members of the academic community, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored.
- “Fun is just another word for learning through interesting challenges.” Part of these challenges would be that they are open ended in some capacity.
- Productivity of gaming environments is largely due to kids among themselves are free to discover and create learning and teaching arrangements that work for them.
Klopfer, E., Osterweil, S., Salen, K., Groff, J., & Roy, D. (2009). Moving learning games forward. Education Arcade. Retrieved from http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
"The meaning of knowing today has shifted from being able to recall and repeat information to being able to find it, evaluate it and use it compellingly at the right time and in the right context." (retrieved from http://www.instituteofplay.org/about/context/why-games-learning/)