The Potential of MMOs for Learning

MIT’s Education Arcade released some information recently that could really change how gamification/ game-based learning can be used to help students learn. Games for Learning is not a new phenomenon, but this recent manifestation is quite unique and could be a springboard for further games of this type. This manifestation has specific, unique promises for further…

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The Gamified Classroom

Part IV: Looking at Busy Work This is the fourth part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed the previous articles, catch up with “Part I: the Unique Obstacles Teachers Face“, “Part II:Technology’s Role in a Gamified Classroom“, and “Part III: The Importance of…

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Gamification Roundup – February 6, 2012

This week in the roundup we got news about some unconventional and unique uses for gamification. In public relations, there is some untapped potential for gamification as a storytelling tool. Gamification is also seeing some unique applications in the social good and education sectors, featuring gamified philanthropy and educational MMO games. Gamification is definitely said to be…

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Research in Gamification Theory and Factors of Success

Stefanie Hermann of Reutlingen University has recently completed a master’s thesis on gamification. She explores gamification theory and gains insight on gamification’s ability to be a motivation for action. Interviewing a number of industry experts, including Gabe Zichermann, Hermann discusses what factors these industry experts believe need to be true in order to use gamification…

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The Gamified Classroom

Part III: The Importance of Motivation This is the third part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed them, catch up with “Part I: the Unique Obstacles Teachers Face” and “Part II:Technology’s Role in a Gamified Classroom.” Even the best teachers won’t be able…

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Education, Games and TIES

Last week I had the unexpected pleasure of keynoting the TIES conference in Minneapolis. The invitation came at the last minute when their scheduled keynote (the incomparable Jane McGonigal) fell ill. Luckily, the organizers reached me in time so I could make it to Minnesota, and because I had done a recently featured TEDx talk…

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The Gamified Classroom

Part II: Technology’s Role in a Gamified Classroom. This is the second part of an ongoing series on the role of gamification in modern education by Andrew Proto. For the first part, visit “Part I: the Unique Obstacles Teachers Face“ In every classroom across the country, the technology that we are teaching our students with…

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More Research, Please

Last weekend the New York Times online carried an article that should be of great interest to anyone fascinated by the power – and peril – of software in learning. Taking a look at educational software vendors, their business successes and some school board clients, the writer clearly points out a yawning gap between marketing…

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