Gamification

Annotated Bibliography


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  1. History of Games
  2. History of Video Games
  3. Old and New Ludology
  4. Gamification of Companies: customer rewards
  5. Gamification within comanies: the workforce
  6. Gamification of nations: Seseame Credit
  7. Gamification of Education
  8. Future of Gamification

1. History of Games

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2. History of Video Games

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3. Old and New Ludology

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4. Gamification of Companies: customer rewards

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5. Gamification within companies: the workforce

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6. Gamification of nations: Seseame Credit

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7. Gamification of Education

  • "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

8. Future of Gamification

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