Trace: Other Resources

Other Resources

Pathfinder

A guide designed to assist the user in researching a particular discipline or topic. A pathfinder identifies key subject headings related to the topic, important reference books, periodical indexes, journals and other resources available at the local library. Sources on the World Wide Web are usually also included. Pathfinders can be printed or available online. Pathfinder_(library_science)

This is a pathfinder about Gamification in the Classroom. It is primarily focused on the application of gamification in formal teaching & training contexts. (i.e. it is NOT about gamification as a marketing tool).

Note that this is a work in progress - a lack of entries does not imply that there is nothing to include - it simply means I haven't had time to fill it in yet.

Places Doing Practical Gamification

Researchers & Practitioners

  • Katrin Becker
  • Sebastian Deterding
  • Karl Kapp
  • Lee Sheldon
  • Scott Nicholson
  • Barry Fishman
  • Clayton Ewing

Books

  • The Multiplayer Classroom: Designing Coursework As A Game
    • Lee Sheldon, Emi Smith, Mark Hughes, 1435458443, Delmar Learning
    • 2011, $37.99, 256p.
    • Lee's book provides numerous case-studies, but without a lot of details.
  • The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
    • Karl M. Kapp, 1118096347, Pfeiffer
    • 2012, $66.00, 336 p
    • Largely focused on corporate training and top-down design.
  • The Gamification of Learning and Instruction Fieldbook: Ideas into Practice
    • Karl M. Kapp, 111867443X, Pfeiffer
    • 2013, $66.00, 480p
    • Does have some useful strategies.

Journals & Other Periodicals

Websites, Blogs & Reports

Videos

Conferences

Gamification 2013 - University of Waterloo The conference showcased ongoing research in gamification and provided a venue for international and interdisciplinary attendees to discuss the research and …

GSummt - non-academic; focused primarily on corporate gamification, mounted and run by a gamification company

Gamification World Congress