A collection of some of the most relevant publications and news of 2016 related to Gamification — from the point of view of an HCI researcher. Note: all the slides have links to the publications; if they are not working on SlideShare, please download the PDF file.
Yesterday I published a review of a paper on gamified university-level education. Today, I am going to present some lessons learned from my own experience gamifying a university course. Last Spring I had the opportunity to teach a course on Business Systems Analysis at the University of Waterloo and I took the opportunity to gamify part of the course. Since I was only a sessional instructor for one term, I did not want to change the course structure too much, […]
Originally published in the ACM XRDS blog. Gamification of University-level courses is becoming a common practice, as many professors decide to try offering their students a more engaging learning environment. Nevertheless, we still do not have a clear idea on how individual students engage differently with a gamified course. But now a detailed, long-term study from the University of Lisbon has presented some insightful observations on this topic. During the course of their study, the researchers observed three editions of […]
Civilization V screenshot (by Wikipedia) The Verge has recently reported that Civilization V is going to be used in North American high schools beginning next Fall. Publisher Take-Two Interactive announced that the modified version will be called CivilizationEDU and will “provide students with the opportunity to think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal / correlative relationships between military, technology, political, […]