DEC Scan Journal : Volume 34 Issue 4
2015 Volume 34, Issue 4 47 Contents Editorial Reflections Teaching & learning Research Curriculum support Share this Resource reviews games thinking design can only be as good as the learning design that underpins it. Having experienced successful games thinking based systems in classrooms, the key to success is the imagination and creativity of teachers and students in the classroom. Karl Kapp’s TEDx Talk (2014) reinforces the benefits of playing games for learning. Finally, to understand games better, play more games. becomes more focused on collecting stars than focusing on the actual reading and developing a love of reading, it is time to discontinue or significantly reduce using the system. Always start with the learning outcomes. A games thinking based system should enhance and complement the learning and good teaching. It is there to amplify the student’s pathway to achieving the learning outcomes. A games thinking based system can also be implemented with no technology, 100% technology and any percentage in between. The Life lessons ... from video games: Karl Kapp at TEDxNavesink References and further reading Booth, K. 2014, ‘Virtual worlds in action’, Scan 33.1, pp. 6–13. Deci, E. and Ryan, R. 2002, Handbook of self-determination research, Rochester, USA: University of Rochester Press. Edmodo, Batavia, USA: Edmodo, accessed 20 October 2015. Gamification, Wikipedia, accessed 20 October 2015. Hughes, M. 2014, ‘Adventures in the virtual world’, Scan 33.1, pp. 15–17. Jensen, M. 2014, ‘Virtual worlds in education’, Scan 33.1, pp. 18–20. Kapp, K.M. 2012, The gamification of learning and instruction: game-based methods and strategies for training and education, San Francisco, USA: Pfeiffer. Kapp, K.M. 2014, Life lessons ... from video games: Karl Kapp at TEDxNavesink, TEDx Talks, accessed 20 October 2015. Kapp, K.M., Blair, L. and Mesch, R. 2014, The gamification of learning and instruction fieldbook: ideas into practice, San Francisco, USA: Wiley. Karl M. Kapp, accessed 20 October 2015. McGonigal, J. 2011, Reality is broken: why games make us better and how they can change the world, New York, USA: Penguin Books. Milton, S. 2015, Minecraft: beginner’s handbook, London, UK: Egmont UK Limited. New Media Institute 2014, Game- based learning: what it is, why it works and where it’s going, accessed 4 November 2015. Salen Tekinbas, K. and Zimmerman, E. 2003, Rules of play: games design fundamentals, Cambridge, USA: The MIT Press. Schell, J. 2008, The art of game design: a book of lenses, Boca Raton, USA: CRC Press. Schell, J., Schell in a handbasket, Pittsburgh, USA: Jesse Schell, accessed 20 October 2015. Self-determination theory, Wikipedia, accessed 20 October 2015. Sheldon, L. 2012, The multiplayer classroom: designing coursework as a game, Boston, USA: Cengage Learning. Stuckey, B. 2014, ‘Desire paths to learning’, Scan 33.2, pp. 34–38.
Volume 34 Issue 3
Volume 35 Issue 1