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

Comments

License: CC BY-NC-ND

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.

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