In this Book

Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator

Book
Kevin Bell
2017
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summary
Helping teachers take advantage of game design principles and intrinsic motivators to build more effective courses.The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.

Table of Contents

Cover

Title Page, Copyright Page

pp. i-vi

Contents

pp. vii-viii

Acknowledgments

pp. ix-xii

Prologue. Ashton to Apple—The Breakout Year

pp. 1-4

1. A Societal Imperative: The Impetus for Online Education

pp. 5-19

2. How Did We Get Here? The Maturation of Online Education

pp. 20-43

3. The Fairy Tale MOOC

pp. 44-70

4. The Hero’s Journey

pp. 71-93

5. Ethical Decision Making

pp. 94-110

6. Dungeons and Discourse

pp. 111-130

7. Threat of Crime and Terrorism

pp. 131-149

8. Assessing Gamification: Conclusions and Implications

pp. 150-167

9. Catching Fire: The Model That Burned Brightest

pp. 168-182

Captain’s Epilogue

pp. 183-188

Bibliography

pp. 189-196

Index

pp. 197-204