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Proof of Concept

Ellie Row
How can
Gamification Chapter 3 Case Studies

improve ‘MinecraftEdu’
‘Civilization’ (1991-Present) series and
Secondary ‘CivilizationEdu’.

Education?
Key Themes and Issues

History/Overview of Pedagogy Current Pedagogical Practice


● History of pedagogical theory and ● Variations worldwide.
practice.
● In all ages.
● How do people learn? What should
● Specifically in secondary education.
people learn?
● The outcomes?
Key Themes and Issues

History/Overview of Games The Rise of Gamification


● What is a game? The history of games ● Gamification in business, healthcare,
and the birth of the video game? military training, education.

● Perceptions of video games. ● Perceptions of gamification.


Key Themes and Issues

Gamification in Secondary Education


● How gamification could improve learning and wellbeing in students age 11-16.

● How gamification could negatively impact learning and wellbeing in students age
11-16.

● What do academics, practitioners, students and the general public think and what do
they want? And what have they done about it?
Research
Palmer, J (2001). 'Fifty Major Thinkers on Education: From
Confucious to Dewey'. Oxon: Routledge.

Palmer, J (2001). 'Fifty Modern Thinkers on Education:


From Piaget to the Present'. Oxon: Routledge.

Books These books have information on the theories, practices


and origins of a large number of important thinkers on
education. This is useful as it provides different
perspectives on what good education looks like and also
how these perspectives came to be.
Egenfeldt-Nielson, S, Meyer, B & Holm Sørensen, B
(2011). 'Serious Games in Education: A Global Perspective'
Aarhaus: Aarhaus University Press.

This book explores the use of serious games in


education, looking at the current state of games in
Books education, why games are a good educational tool. It
also looks at the best way to get games into classrooms
in the most useful way, drawing on a four year long
project, 'Serious Games on a Global Marketplace', which
explored the topic from several angles, and looked at
case studies of two different educational games.
Gee, J & Shaffer, D (2006) 'How Computer Games Help
Children Learn'. New York: Macmillan. [Online] At:
https://ebookcentral.proquest.com/lib/ucreative-ebook
s/detail.action?docID=1050605 (Accessed on 29.01.18)

This book looks at current education methods in


America and their failure to prepare children for a
Books changing world, exploring ways video games are an
important tool in helping children to become prepared
for the world they will be adults in, rather than the world
of the past. It ooks explores the effectiveness of a
variety of games. It also looks at ways to restructure
education systems to ensure that video games can be
incorporated incorporated successfully.
IRMA (2018) 'Gamification in Education: Breakthroughs
in Research and Practice'. Pennsylvania: IGI Global
[Online] At:
https://books.google.co.uk/books?id=fblDDwAAQBAJ&
printsec=frontcover#v=onepage&q&f=false (Accessed
on 28.01.18)

Books With chapters by a wide variety of academics,


researchers and practitioners globally investigating
discussing the topic of games in education, with case
studies. Information Resources Management
Association is an international organisation ‘bringing
together researchers, practitioners, academicians, and
policy makers in information technology management'.
Michael, D & Chen, S (2006) 'Serious Games: Games That
Educate, Train, and Inform.' Canada: Thompson Course
Technology PTR.

This book uses information from a variety of


conferences and organisations to provide a picture of

Books video games in a variety of learning situations. It covers


military, healthcare, government, corporate political and
classroom applications, including negative and positive
opinions surrounding serious games. It includes a
survey of people involved in the industry. A total of 63
people in a wide variety of roles including President,
Designer and Researcher, responded.
Donovan, T (2010) 'Replay: The History of Video Games.'
Sussex: Yellow Ant.

Books A detailed history of video games, including American,


European, Australian and Japanese games.
Mcgonigal: J (2012). 'Reality is Broken: Why Games Make
Us Better and How They Can Change the World.'
Jane Mcgonigal. London: Vintage.

This book looks at what makes a game a game and the


Books skills video games can and have been teaching people. It
explores how this can help shape the world to be a
better place and includes case studies of commercial
games and experiments designed specifically for the
purpose to support its claims.
Bíró: G (2014) 'Didactics 2.0: A Pedagogical Analysis of
Gamification Theory from a Comparative Perspective
with a Special View to the Components of Learning'. In:
Procedia - Social and Behavioral Sciences. 141. At:

Journal
https://www.sciencedirect.com/science/article/pii/S18
7704281403451X (Accessed on 29.01.18)

Articles 'This article intends to study gamification as the 5th


learning theory by making comparison with the
behaviourist, cognitivist, constructivist and connectivist
approaches along each element of the learning process.'
Tulloch, R (2014) 'Reconceptualising Gamification: Play
and Pedagogy.’ In: Digital Culture & Education. 6(4). At:
http://www.digitalcultureandeducation.com/cms/wp-co
ntent/uploads/2014/12/tulloch.pdf. (Accessed on
29.01.18)

Journal Explores the history of gamification, discusses the


critiques and alternative some perspectives and then
Articles links gamification to pedagogy. Makes links between
how games work and how pedagogy works and how
they can support each other if they are brought together
as a cohesive teaching framework. Also discusses how
gamification has been held back and prevented from
progressing towards its full potential by skeptics.
Squire, K (2005). ‘Changing the Game: What Happens
When Video Games Enter the Classroom?’ In: Innovate:
Journal of Online Education. 1(6) At:
http://nsuworks.nova.edu/cgi/viewcontent.cgi?article=

Journal 1168&context=innovate (Accessed on 29.01.18)

Articles Compares two cases of the same commercial game,


Civilization III, being used for educational purposes. The
article concludes with comments on the effect a poor
education system has on the opportunity for
successfully using games in the curriculum.
Nesta (2010). ‘Educated Gamers’. At:
https://www.nesta.org.uk/news/12-predictions-2012/e
ducated-gamers

This organisation is a 'global innovation foundation' that


Websites does research and creates projects to 'back new ideas to
tackle the big challenges of our time'. They have done lots
of work in education, including looking at new
technology and games as learning tools.
World Government Summit (2006). ‘Gamification and the
Future of Education’. Oxford: Oxford Analytica. At:
https://www.worldgovernmentsummit.org/api/publicat
ions/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a
7ddb6 (Accessed on 04.02.18)

A report about gamification. ‘'How has gamification


evolved? How has gamification been applied? What are its
Websites advantages and drawbacks? And what strategies and
policies are necessary for gamification to be incorporated
successfully in education?'. Includes history, discussion
and 7 case studies.

‘The Summit is a gateway to the future as it functions as a


stage for analysis of the future trends, issues, and
opportunities facing humanity.’
Documentaries

Gamification in Higher Education | Christopher See | TEDxCUHK

Talks about structural overlap between education and games and how the
fundamental mechanics of each support eachother.

Engaging millennials with gamification: Gabe Zichermann at TEDxBroadway

Talks about how the children of today respond to different things than the
children of the past and can be engaged with gamification.
Documentaries
‘My Teacher is an App, Episode 1-3 (2014) BBC Radio 4: 3 March. 20:00. [Online]
At: https://estream.ucreative.ac.uk/View.aspx?id=11726~5e~WDi0rMrYiI
(Accessed on 04.01.18)
Investigates classrooms and universities in America that use technology and
explores how this style of teaching could affect classrooms in the UK.

‘State of Play’ (2013). BBC Radio 4: 16 May. 21:00. [Online] At:


https://estream.ucreative.ac.uk/View.aspx?id=9802~4t~V5IRjvBD (Accessed on
04.01.18)
A radio documentary about serious games and the good they can bring to the
world.

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