on 4 November 2012
Lee Sheldon sets out his own experiences of turning a US college class into a game through the use of video gaming terminology and motivational game mechanics, such as experience points (XP), questing etc. As an experienced video game designer, as well as US professor, he writes with authority and from a background of great expertise in the gaming field.
I really enjoyed the author's down-to-earth style and readable prose. There is a good variety of case studies too, in addition to detail about his own experiences of 'gaming the classroom'. He writes with great honesty about the triumphs and pitfalls of his journey.
For teachers and educators, the section by Marie-Pierre Huguet, of Rensselaer Polytecnic Institute in the US, adds a pedagogical view, with links to learning theory from Piaget, Bruner and Vygotsky, which helps to anchor the text in sound educational theory as well as practice.
The case studies, all from the US, range from 8th grade (age 12) to graduate collage students, and all provide a new insight into the field of gamification in education.
I loved it, a great introduction and food for thought.
on 21 April 2013
I purchased this book on the recommendation of a colleague, in order to explore innovative teaching methods. I found it well-structured and easy to follow, even for a non-gamer like me. The case studies were useful.
Ultimately I concluded that the methods outlined were unlikely to work in my own institution.