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Resources for Gamification in Higher Education

Online Workshops in LinkedIn Learning

Selected Books and Articles

Bell, K. (2018). Game on! Gamification, gameful design, and the rise of the gamer educator. Johns Hopkins University Press. https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1501176&site=ehost-live&scope=site

Five higher-education case studies with a cross-case analysis based on evaluation frameworks by Karl Capp and Mihaly Csikszentmihalyi.


Blass, L., & Tolnai, C. (2019). Power up your classroom: Reimagine learning through gameplay. International Society for Technology in Education. https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=cat00263a&AN=mts.b4036585&site=eds-live&scope=site

Resources and tools from K-12 settings


Boller, S., & Kapp, K. M. (2017). Play to learn: Everything you need to know about designing effective learning games. Association For Talent Development.  https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1481261&site=eds-live&scope=site

A nine-step process to learning-game design and development, based on workshop content by authors


Costello, R. (2018). Gaming innovations in higher education: Emerging research and opportunities. IGI Global, Information Science Reference. https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=cat00263a&AN=mts.b3600158&site=eds-live&scope=site

Discussion of socialization of gamification, learning theories within gamification, mapping gamification, educator model, and future directions of gamification within higher education.


Crompton, H., & Traxler, J. (2016). Mobile learning and STEM: Case studies in practice. Routledge. https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=cat00263a&AN=mts.b3212211&site=eds-live&scope=site

Case studies in mobile learning and mobile gamification.


Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. Wiley. https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=cat00263a&AN=mts.b2245854&site=eds-live&scope=site

Step-by-step approach to implementing learning-game concepts, with case studies from business and higher education.


Mayer, R. E. (2019). Computer games in education. Annual Reviews Inc. https://doi.org/10.1146/annurev-psych-010418-102744 https://ezproxy.mtsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=edselc&AN=edselc.2-52.0-85058182387&site=eds-live&scope=site

Evidence-based review that examines three questions about computer games for education: Which game features produce learning? Do people learn anything useful from playing a computer game? Do people learn academic material better from computer games or from conventional media?

Resources from JEWL Search