Professional and Organizational Development Network in Higher Education
Date of this Version
2013
Document Type
Article
Citation
To Improve the Academy: A Journal of Educational Development (2013) 32
doi: 10.3998/tia.17063888.0032.023
Abstract
Edutainment products have long tried to harness the "fun" quotient of games and video games for education, but the principles of gamification have only recently begun to be better understood and operationalized for business and education. The concepts that underpin successful games can be put to use in online as well as face-to-face classes, resulting in edu cational experiences that have the best of both worlds: a game-based overlay without becoming too technical. This chapter explains the con cepts involved in successful games and provides ideas for translating those principles into practice in the classroom (or online) environment.
Included in
Curriculum and Instruction Commons, Higher Education Commons, Higher Education Administration Commons, Higher Education and Teaching Commons, Other Education Commons
Comments
License: CC BY-NC-ND