Game-based learning is a learning trend with an increasing attraction in today’s classrooms. At its core, game-based learning applies learning principles incorporated in the gaming industry in educational settings. The purpose is to enhance students learning and create optimal learning experiences in and out of classrooms. This is usually done through the use of a variety of hands-on and highly competitive activities geared towards engaging students and motivating them to learn better.
I have already shared a collection of some great game-based tools that you can use to create gameful learning experience in your class. In today’s post, I am sharing with you this handpicked compilation of books covering the topic of game-based learning and gamification.
The purpose if to provide you with quality resources to help you develop a functional understanding of what game-based learning or play-based learning is all about, strategies to implement it in your teaching, learning theories underlying it, and examples of how other educators and teachers are using it in their classrooms.
These gamed-based learning books are written by leading figures in the field and cover a myriad of academic studies, empirical researches and theoretical perspectives providing a holistic picture of what game based learning is all about.
1- The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. By Karl M. Kapp
“Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples.” —Anders Gronstedt, president, Gronstedt Group”.
“Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail.”
“Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. “
“Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values.”
“This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people’s differential experiences of learning in gaming and schooling respectively.”
“James Paul Gee begins his classic book with “I want to talk about video games–yes, even violent video games–and say some positive things about them.” With this simple but explosive statement, one of America’s most well-respected educators looks seriously at the good that can come from playing video games.”
“This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning – including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others”
“ This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging field of immersive digitally mediated learning environments (or games) and outlines the future of education.”