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Integrating Games and
Gamification to Support
Teaching & Learning
Michael M. Grant, PhD
Era Roberts
Michael Lampe
Upstate Technology Conference | July 11, 2017
Level Up!
Michael M. Grant
University of South Carolina
http://viral-notebook.com
@michaelmgrant
Michael Lampe
University of South Carolina–Upstate
@situationalist
Era Roberts
Batesburg-Leesville High
@EraARoberts
Distinguishing between the 2
Gaming
Gamification
Gaming
š Games and gaming are
distinguished by their specific
original purposes of entertainment
š Serious games are designed to
educate first and usually allow the
manipulation of variables (Michael &
Chen, 2005).
Gamification
š Gamification applies game design
elements, particularly those
engendering motivation, to non-
game processes (Kapp, 2012), like
courses and training.
Background
Research
Background Research
š Evidence for supporting &
motivating learners
š Students that participate in daily
gaming outperform student that
participate in daily social media in
math, reading, and science
(Posso, 2016)
Background Research
š Specific recommendations for best practices
š Using specific content & targeting specific
objectives improves learning better
š Games & simulations that allowed
debriefing and feedback demonstrated
better results
š Gamification: There are fewer findings but
extrinsic motivations & rewards seem to be
least effective. However, extrinsic
motivation can supplant low initial intrinsic
motivation.
Background Research
š Violence in video games
š http://www.apa.org/pi/families/re
view-video-games.pdf
š There is evidence that violence in
video games has an effect on
behavior in children.
š Read up!
Gaming Options
š Alignment to specific knowledge or skills
(specialty games)
š Leverage in-class/online learning games
š Commercial-off-the-shelf (COTS)
integration
š Social awareness/justice
š Augmented reality
Alignment to
Specific Knowledge
+ Skills
Diet Dash
iCivics
Squire’s Quest II
HealthX
Never Alone
In-Class or
online
learning
games
Games Teachers/Trainers Play
http://www.thiagi.com/resources/
#/games-3/
Drs. Sivasailam “Thiagi” Thiagarajan
& Marie Jasinski
For online … just found!
http://depaulwimba.pbworks.com/f/SynchronousGames.pdf
C3PO
Challenge, Pool, Poll,
Predict, Outcome
http://www.ascilite.org/conferences/coffs00/papers/marie_jasinski.pdf
Challenge
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
AnswerGarden will ‘Pool’ for US
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
Lock the Pool + Poll Yourself
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
Lock the Pool + You Predict
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
ULock the Pool + choose Yours
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
Display the Outcome. Were U Correct?
What is the
biggest issue
for teachers
using games
in class?
Go to
https://answergarden.ch/376582
Text Message Game in Powerpoint
https://community.articulate.com/download/powerpoint-text-message-scenario-quiz-template
Epic Game Trailer Voiceover
Example @ https://audioboom.com/posts/4781002-epic-game-design-intro
Directions @ https://youtu.be/o9-JcEfsTIg
Commercial Off the Shelf
Games for Integration
Spore + Biology
Sid Meier’s civilization
Angry Birds + Physics
COTS Example: Craig Cash (Dorman High)
Social
Awareness/
Justice Games
Darfur is Dying
Free Rice
Re-mission
That Dragon, Cancer
Open TB in Eterna
Augmented Reality
Augmented Reality
Step-by-Step Guide
http://ipad4schools.org/2013/09/28/bring-schools-to-life-with-aurasma-app/
For more sophistication…
Games &
Game Design
Game Design
GameStar Mechanic
GameSalad
Game Design
Computer Science Education Week, December 5-11.
Game Design
Good Game Design
š Effective games have good mechanics,
meaningful elements, and should
complement the learning goals (Majumdar,
2016)
š Good mechanics
š Blend conflict & constraints: obstacles,
puzzles, battles, limits, prior knowledge &
skills
š Theme & story: Theme adds interest.
Story narrative is carried throughout
game
Good Game Design
š Visual appeal: Use online resources
to create graphics
§ http://opengameart.org (downloadable graphic
bundles)
§ http://elearningtemplates.com/elearning-
activities/ (people cut-outs, game templates)
š Rewards: Emphasize proficiency not
completion. Scores also motivate.
Consider error rates & time if
appropriate.
Gamification
Gamification
š Points/XP
š Levels/leveling up
š Challenges & quests
š Rewards
š Leaderboards
š Badges
š Feedback loops
š Progress/status bars
Mechanics should enhance
the game-like activity, not
be the Goal of the Activity.
(Farber, 2015)
Focus on the learning goals.
Gamification examples
š Lee Sheldon (Indiana
University): The
Multiplayer Classroom
šGamification
strategies +
strategies from
MMOGs
šWoW with guilds &
cooperative
challenges/quests.
Dr. Grant Gamification Examples
Course ideas based on …
š Kenneth Pierce at The University of Texas at
San Antonio
š Craig Shepherd at the University of Wyoming,
š David Gibson & Chris Haskell at Boise State
University
š Content modules designated as
“core levels”
š Assignments identified as quests &
optional modules as “upgrade
quests”
š Player timelines
š Player discussions
š Grades converted to experience
points (XP)
š Badges awarded for completion
of specific levels or activities
Brian Sztabnik + Bracketing
https://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
Badge Elements
Examples: Alex Hollis (Dorman High)
Badging Systems
Credly
ClassBadges
Badging Inside Blackboard
Mozilla Backpack
Gamification
Systems
Class Dojo
Edmodo
Learning management system that features badges,
small groups, & teacher moderator options
3D GameLab
Leaderboard,
badges, quest-
like structure,
leveling-up
challenges
Class Craft
Modeled on
WoW.
Points,
teacher
analytics
dashboard,
small group
teams
Everyday
Games
Kahoot
Students
earn points
for
accuracy &
speed as
they answer
questions
created by
the teacher
or another
student.
Quizlet Live
Based off Quizlet
flashcards.
Students work
collaboratively to
correctly match
cards as they race
against other teams
on a live scoreboard.
Great detailed
feedback for
response review
provided
Content-specific
Possibilities
ELA/SS: Interactive Fiction (Faber, 2015)
š Interactive fiction allows
the reader to make
choices throughout the
story.
š “Choose-your-own-
adventure”
š Reinforces cause/effect
& story-arc design
šOptions include:
http://timesocietygam
e.com/
šhttp://www.mission-
us.org/
š Have students create
interactive fiction
šTwine (text-based)
šInklewriter (slicker)
ELA/Creative WRiting
Communications/Language
ELA/Digital Humanities
Math
š Puzzle based/logic
games (Feeny,
2014)
š Puzzle apps help
develop creative
mathematical
thinkers.
š Promote problem solving skills,
reasoning, use of appropriate
tools, analysis of structures, and
pattern recognition.
š Engel's Enigma
š Tower of Hanoi
š Slice It!
š KenKen
š Monument Valley
š Sites with math game options
š Manga High
http://mangahigh.com (also
has assignment and reporting
tools)
Social Studies
š iCivics
(https://www.icivics.org)
š Multiple games to support
civics education; all come
with curriculum guides
š Mission US
(http://www.mission-us.org/ )
š Explore history through
document-based, choice-
embedded missions;
curriculum guides
available
Science
š Kids.gov
https://kids.usa.gov/teens/pla
y-games/science/index.shtml
š http://playsciencegames.com/
š Stella
http://minerva.union.edu/rices/
STELLA/stella_intro.html
š Alien Rescue
š Interactive dissections
š Frog dissection (app)
š 4D anatomy (app & web)
Special Needs
š Special needs students can be supported
in developing life skills (Knorr, 2016)
š Conflict resolution: Cool School: Where
Peace Rules (Mac, Windows)
š Motor skills: Active Life-Magical Carnival
(Nintendo Wii)
š Organization: Engineering.com (Mac,
Windows)
š Social: Doki Doki Universe (Playstation);
Herotopia (Mac, Windows)
http://www.edutopia.org/game-
based-learning-resources
Many more resources at Edutopia
1. Games is a 4-letter word
2. Assessment
2 Biggest Issues
1. Games is a 4-letter word
š Direct alignment with curricular
content
š Inform parents ahead of time
š Allow students to be experts
š Prepare your research-based
argument
š Determine just how much of a game
is needed to get the best benefit
2. Assessment
š Consider a move to mastery learning
š Consider ‘cheats’
š Debriefs & ’God view’
š Error reduction & decision-making
š Emphasize representations of
knowledge
Implementing & Evaluating
š https://www.filamentle
arning.com/ebook-
implementing-and-
evaluating-your-
district-game-based-
learning-program
Thanks so much!
Questions?
Era Roberts
Michael Lampe
Michael M. Grant, PhD | michaelmgrant@sc.edu
http://bit.ly/games4teaching
Download slides
from this URL.
References
š APA Task Force on Violent Media. (2015). Technical report on the review of the violent video game literature. Washington, DC: American
Psychological Association. Retrieved from http://www.apa.org/pi/families/review-video-games.pdf
š Carlson, D. L. (2008). Playing the classroom-as-game: Building a community of learners at the start of a new year. English Journal, 98(1), 57-60.
š Cornally, S. (2012). Video games in the STEM classroom. Retrieved from http://www.edutopia.org/blog/video-games-in-STEM-classroom-shawn-
cornally
š Cunningham, J. (2016). Video game helps combat lazy eye in kids. Retrieved from http://www.healthcanal.com/eyes-vision/74347-video-
game-helps-combat-lazy-eye-in-kids.html
š Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press.
š ELI, EDUCAUSE Learning Initiative. (2014). 7 things you should know about games learning. Accessed from:
https://net.educause.edu/ir/library/pdf/ELI7106.pdf.
š ELI, EDUCAUSE Learning Initiative. (2011). 7 things you should know about gamification. Accessed from:
https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
š Farber, M. (2015). Gamification: Learning on a quest. http://www.innovatemyschool.com/ideas/gamification-learning-on-a-quest
š Feeny, P. (2014). Games in the mathematics classroom: There’s an app for that!. Retrieved from http://www.edutopia.org/blog/game-apps-in-
math-class-patrick-feeney
š Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Macmillan.
š Jarrett, N. (2016). Pokemom GO and how it can inspire augmented reality in the classroom. Retrieved from
https://edtech4beginners.com/2016/07/18/pokemon-go-and-how-it-can-inspire-augmented-reality-in-the-classroom/
š Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San
Francisco, CA: Pfeiffer.
š Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R.E. Ferdig (Ed.), Effective electronic gaming in education
(Vol.1, pp. 1-32). Hershey, PA: Information Science Reference.
References
š Knorr, C. (2016). Video games that improve skills for kids with special needs. Retrieved from http://www.cnn.com/2016/07/13/health/video-games-special-
needs/
š Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
š Majumdar, A. (2016). Utilizing gaming elements: 5 popular ways of delivering successful game-based learning. Retrieved from http://www.gc-
solutions.net/blog/utilizing-gaming-elements-5-popular-ways-of-delivering-successful-game-based-learning/
š Michael, D.R. & Chen, S.L. (2005). Serious games: Games that educate, train, and inform. Mason, OH: Cengage Learning PTR.
š NMC, New Media Consortium 2014 Horizon Report (higher education edition) (2014a) . Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
š NMC, New Media Consortium 2014 Horizon Report (k-12 edition) (2014b) . Accessed from: http://cdn.nmc.org/media/2014-nmc-horizon-report-k12-EN.pdf.
š Posso, A. (2016). Internet usage and educational outcomes among 15-year old australian students. International Journal Of Communication, 10, 26. Retrieved
from http://ijoc.org/index.php/ijoc/article/view/5586/1742
š Randel, J.M., Morris, B.A., Wetzel, C.D. & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and
Gaming, 23(3), 261-276.
š Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage Learning.
š Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: Following a constrained design approach to instructional computer games.
Educational Technology Research & Development, 59, 113-138.
š Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528.
š Sztabnik, B. (2014). March madness meets AP lit. Retrieved from http://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
š Tomita, T. (2016) Five tips for gamifying your classroom. Retrieved from https://edtech4beginners.com/2016/07/23/guest-blog-post-five-tips-for-gamifying-your-
classroom/
š Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K. & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-
analysis. Journal of Educational Computing Research, 34(3), 229-243.
š Wagner, D. (2017, May 15). 4 Games to Spark Empathy-building in the Classroom. KQED News, MindShift. Retrieved from
https://ww2.kqed.org/mindshift/2017/05/15/4-games-to-spark-empathy-building-in-the-classroom/
š Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation and Gaming, 28(4), 360-376.

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Level Up! Games & Gamification for Teaching and Learning

  • 1. Integrating Games and Gamification to Support Teaching & Learning Michael M. Grant, PhD Era Roberts Michael Lampe Upstate Technology Conference | July 11, 2017 Level Up!
  • 2. Michael M. Grant University of South Carolina http://viral-notebook.com @michaelmgrant
  • 3. Michael Lampe University of South Carolina–Upstate @situationalist
  • 5. Distinguishing between the 2 Gaming Gamification
  • 6. Gaming š Games and gaming are distinguished by their specific original purposes of entertainment š Serious games are designed to educate first and usually allow the manipulation of variables (Michael & Chen, 2005).
  • 7. Gamification š Gamification applies game design elements, particularly those engendering motivation, to non- game processes (Kapp, 2012), like courses and training.
  • 9. Background Research š Evidence for supporting & motivating learners š Students that participate in daily gaming outperform student that participate in daily social media in math, reading, and science (Posso, 2016)
  • 10. Background Research š Specific recommendations for best practices š Using specific content & targeting specific objectives improves learning better š Games & simulations that allowed debriefing and feedback demonstrated better results š Gamification: There are fewer findings but extrinsic motivations & rewards seem to be least effective. However, extrinsic motivation can supplant low initial intrinsic motivation.
  • 11. Background Research š Violence in video games š http://www.apa.org/pi/families/re view-video-games.pdf š There is evidence that violence in video games has an effect on behavior in children. š Read up!
  • 12. Gaming Options š Alignment to specific knowledge or skills (specialty games) š Leverage in-class/online learning games š Commercial-off-the-shelf (COTS) integration š Social awareness/justice š Augmented reality
  • 20. Games Teachers/Trainers Play http://www.thiagi.com/resources/ #/games-3/ Drs. Sivasailam “Thiagi” Thiagarajan & Marie Jasinski For online … just found! http://depaulwimba.pbworks.com/f/SynchronousGames.pdf
  • 21. C3PO Challenge, Pool, Poll, Predict, Outcome http://www.ascilite.org/conferences/coffs00/papers/marie_jasinski.pdf
  • 22. Challenge What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 23. AnswerGarden will ‘Pool’ for US What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 24. Lock the Pool + Poll Yourself What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 25. Lock the Pool + You Predict What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 26. ULock the Pool + choose Yours What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 27. Display the Outcome. Were U Correct? What is the biggest issue for teachers using games in class? Go to https://answergarden.ch/376582
  • 28. Text Message Game in Powerpoint https://community.articulate.com/download/powerpoint-text-message-scenario-quiz-template
  • 29. Epic Game Trailer Voiceover Example @ https://audioboom.com/posts/4781002-epic-game-design-intro Directions @ https://youtu.be/o9-JcEfsTIg
  • 30. Commercial Off the Shelf Games for Integration
  • 33. Angry Birds + Physics
  • 34. COTS Example: Craig Cash (Dorman High)
  • 40. Open TB in Eterna
  • 43.
  • 50. Game Design Computer Science Education Week, December 5-11.
  • 52. Good Game Design š Effective games have good mechanics, meaningful elements, and should complement the learning goals (Majumdar, 2016) š Good mechanics š Blend conflict & constraints: obstacles, puzzles, battles, limits, prior knowledge & skills š Theme & story: Theme adds interest. Story narrative is carried throughout game
  • 53. Good Game Design š Visual appeal: Use online resources to create graphics § http://opengameart.org (downloadable graphic bundles) § http://elearningtemplates.com/elearning- activities/ (people cut-outs, game templates) š Rewards: Emphasize proficiency not completion. Scores also motivate. Consider error rates & time if appropriate.
  • 55. Gamification š Points/XP š Levels/leveling up š Challenges & quests š Rewards š Leaderboards š Badges š Feedback loops š Progress/status bars
  • 56. Mechanics should enhance the game-like activity, not be the Goal of the Activity. (Farber, 2015) Focus on the learning goals.
  • 57. Gamification examples š Lee Sheldon (Indiana University): The Multiplayer Classroom šGamification strategies + strategies from MMOGs šWoW with guilds & cooperative challenges/quests.
  • 58. Dr. Grant Gamification Examples Course ideas based on … š Kenneth Pierce at The University of Texas at San Antonio š Craig Shepherd at the University of Wyoming, š David Gibson & Chris Haskell at Boise State University
  • 59. š Content modules designated as “core levels” š Assignments identified as quests & optional modules as “upgrade quests” š Player timelines š Player discussions š Grades converted to experience points (XP) š Badges awarded for completion of specific levels or activities
  • 60.
  • 61. Brian Sztabnik + Bracketing https://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
  • 63. Examples: Alex Hollis (Dorman High)
  • 69. Edmodo Learning management system that features badges, small groups, & teacher moderator options
  • 70. 3D GameLab Leaderboard, badges, quest- like structure, leveling-up challenges
  • 73. Kahoot Students earn points for accuracy & speed as they answer questions created by the teacher or another student.
  • 74. Quizlet Live Based off Quizlet flashcards. Students work collaboratively to correctly match cards as they race against other teams on a live scoreboard. Great detailed feedback for response review provided
  • 76. ELA/SS: Interactive Fiction (Faber, 2015) š Interactive fiction allows the reader to make choices throughout the story. š “Choose-your-own- adventure” š Reinforces cause/effect & story-arc design šOptions include: http://timesocietygam e.com/ šhttp://www.mission- us.org/ š Have students create interactive fiction šTwine (text-based) šInklewriter (slicker)
  • 80. Math š Puzzle based/logic games (Feeny, 2014) š Puzzle apps help develop creative mathematical thinkers. š Promote problem solving skills, reasoning, use of appropriate tools, analysis of structures, and pattern recognition. š Engel's Enigma š Tower of Hanoi š Slice It! š KenKen š Monument Valley š Sites with math game options š Manga High http://mangahigh.com (also has assignment and reporting tools)
  • 81. Social Studies š iCivics (https://www.icivics.org) š Multiple games to support civics education; all come with curriculum guides š Mission US (http://www.mission-us.org/ ) š Explore history through document-based, choice- embedded missions; curriculum guides available
  • 82. Science š Kids.gov https://kids.usa.gov/teens/pla y-games/science/index.shtml š http://playsciencegames.com/ š Stella http://minerva.union.edu/rices/ STELLA/stella_intro.html š Alien Rescue š Interactive dissections š Frog dissection (app) š 4D anatomy (app & web)
  • 83. Special Needs š Special needs students can be supported in developing life skills (Knorr, 2016) š Conflict resolution: Cool School: Where Peace Rules (Mac, Windows) š Motor skills: Active Life-Magical Carnival (Nintendo Wii) š Organization: Engineering.com (Mac, Windows) š Social: Doki Doki Universe (Playstation); Herotopia (Mac, Windows)
  • 85. 1. Games is a 4-letter word 2. Assessment 2 Biggest Issues
  • 86. 1. Games is a 4-letter word š Direct alignment with curricular content š Inform parents ahead of time š Allow students to be experts š Prepare your research-based argument š Determine just how much of a game is needed to get the best benefit
  • 87. 2. Assessment š Consider a move to mastery learning š Consider ‘cheats’ š Debriefs & ’God view’ š Error reduction & decision-making š Emphasize representations of knowledge
  • 88. Implementing & Evaluating š https://www.filamentle arning.com/ebook- implementing-and- evaluating-your- district-game-based- learning-program
  • 89. Thanks so much! Questions? Era Roberts Michael Lampe Michael M. Grant, PhD | michaelmgrant@sc.edu
  • 91. References š APA Task Force on Violent Media. (2015). Technical report on the review of the violent video game literature. Washington, DC: American Psychological Association. Retrieved from http://www.apa.org/pi/families/review-video-games.pdf š Carlson, D. L. (2008). Playing the classroom-as-game: Building a community of learners at the start of a new year. English Journal, 98(1), 57-60. š Cornally, S. (2012). Video games in the STEM classroom. Retrieved from http://www.edutopia.org/blog/video-games-in-STEM-classroom-shawn- cornally š Cunningham, J. (2016). Video game helps combat lazy eye in kids. Retrieved from http://www.healthcanal.com/eyes-vision/74347-video- game-helps-combat-lazy-eye-in-kids.html š Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press. š ELI, EDUCAUSE Learning Initiative. (2014). 7 things you should know about games learning. Accessed from: https://net.educause.edu/ir/library/pdf/ELI7106.pdf. š ELI, EDUCAUSE Learning Initiative. (2011). 7 things you should know about gamification. Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf. š Farber, M. (2015). Gamification: Learning on a quest. http://www.innovatemyschool.com/ideas/gamification-learning-on-a-quest š Feeny, P. (2014). Games in the mathematics classroom: There’s an app for that!. Retrieved from http://www.edutopia.org/blog/game-apps-in- math-class-patrick-feeney š Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Macmillan. š Jarrett, N. (2016). Pokemom GO and how it can inspire augmented reality in the classroom. Retrieved from https://edtech4beginners.com/2016/07/18/pokemon-go-and-how-it-can-inspire-augmented-reality-in-the-classroom/ š Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. š Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R.E. Ferdig (Ed.), Effective electronic gaming in education (Vol.1, pp. 1-32). Hershey, PA: Information Science Reference.
  • 92. References š Knorr, C. (2016). Video games that improve skills for kids with special needs. Retrieved from http://www.cnn.com/2016/07/13/health/video-games-special- needs/ š Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5. š Majumdar, A. (2016). Utilizing gaming elements: 5 popular ways of delivering successful game-based learning. Retrieved from http://www.gc- solutions.net/blog/utilizing-gaming-elements-5-popular-ways-of-delivering-successful-game-based-learning/ š Michael, D.R. & Chen, S.L. (2005). Serious games: Games that educate, train, and inform. Mason, OH: Cengage Learning PTR. š NMC, New Media Consortium 2014 Horizon Report (higher education edition) (2014a) . Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf. š NMC, New Media Consortium 2014 Horizon Report (k-12 edition) (2014b) . Accessed from: http://cdn.nmc.org/media/2014-nmc-horizon-report-k12-EN.pdf. š Posso, A. (2016). Internet usage and educational outcomes among 15-year old australian students. International Journal Of Communication, 10, 26. Retrieved from http://ijoc.org/index.php/ijoc/article/view/5586/1742 š Randel, J.M., Morris, B.A., Wetzel, C.D. & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and Gaming, 23(3), 261-276. š Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage Learning. š Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: Following a constrained design approach to instructional computer games. Educational Technology Research & Development, 59, 113-138. š Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528. š Sztabnik, B. (2014). March madness meets AP lit. Retrieved from http://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik š Tomita, T. (2016) Five tips for gamifying your classroom. Retrieved from https://edtech4beginners.com/2016/07/23/guest-blog-post-five-tips-for-gamifying-your- classroom/ š Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K. & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta- analysis. Journal of Educational Computing Research, 34(3), 229-243. š Wagner, D. (2017, May 15). 4 Games to Spark Empathy-building in the Classroom. KQED News, MindShift. Retrieved from https://ww2.kqed.org/mindshift/2017/05/15/4-games-to-spark-empathy-building-in-the-classroom/ š Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation and Gaming, 28(4), 360-376.