- History of Games
- History of Video Games
- Old and New Ludology
- Gamification of Companies: customer rewards
- Gamification within comanies: the workforce
- Gamification of nations: Seseame Credit
- Gamification of Education
- Future of Gamification
- "A Growth Mindset Intervention Can Change Students’ Grades if School Culture is Supportive" UT NEWS. 7 Aug. 2019. Accessed 6 Nov. 2019
- n= ~12,000 studied. Discusses a change in paradigm from a static mind that is being tested (intelligence is fixed) to intelligence as growth; that is, intelligence not as fixed state but it can evolve/improve/increase. Studies show significant improvement of not only course grades but also of achievement to higher level maths.
- "A Growth Mindset Intervention Can Change Students’ Grades if School Culture is Supportive." UTNews 07 Aug. 2019. news.utexas.edu/2019/08/07/a-growth-mindset-intervention-can-change-students-grades-if-school-culture-is-supportive/ Accessed 08 Aug. 9019.
- Meyer, Stephen. Study: How Millennials Learn Best. Rapilearninginstitute.com23 Feb. 2017. Accessed 6 Nov 2019
- The needed elements to gamification according to Mayo clinic studies: mentorship, collaboration, technology, feedback
- "Video Games Are Changing Medical Education. AMA-ASSN.orgAccessed 6 Nov.2018
- Freedom to learn from failing
- “You can create a game to mimic any kind of environment—the academic medical center, the community medical center, the VA center” --Suraiya Rahman, MD, assistant professor at Keck School of Medicine at University of Southern California