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Ellie Row
How can
Gamification Chapter 3 Case Studies
improve ‘MinecraftEdu’
‘Civilization’ (1991-Present) series and
Secondary ‘CivilizationEdu’.
Education?
Key Themes and Issues
● 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.
Journal
https://www.sciencedirect.com/science/article/pii/S18
7704281403451X (Accessed on 29.01.18)
Talks about structural overlap between education and games and how the
fundamental mechanics of each support eachother.
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.