Game-based learning is a learning trend with an increasing attraction in today’s classrooms. At its core, game-based learning applies learning principles incorporated in the gaming industry in educational settings.
I have already shared a collection of some great game-based tools that you can use to create gameful learning experience in your class. In today’s post, I am sharing with you this handpicked compilation of books covering the topic of game-based learning and gamification.
The purpose if to provide you with quality resources to help you develop a functional understanding of what game-based learning or play-based learning is all about, strategies to implement it in your teaching, learning theories underlying it, and examples of how other educators and teachers are using it in their classrooms.
These gamed-based learning books are written by leading figures in the field and cover a myriad of academic studies, empirical researches and theoretical perspectives providing a holistic picture of what game based learning is all about.
1- The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. By Karl M. Kapp
“Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples.” —Anders Gronstedt, president, Gronstedt Group”.
2- Digital Games and Learning: Research and Theory, by Nicola Whitton
“Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective.
3- Gamify: How Gamification Motivates People to Do Extraordinary Things, by Brian Burke
“Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. “
4- Gaming Lives in the Twenty-First Century: Literate Connections, by Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century.
5- Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy, by James Paul Gee
“This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games.
6- What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee
“James Paul Gee begins his classic book with “I want to talk about video games–yes, even violent video games–and say some positive things about them.” With this simple but explosive statement, one of America’s most well-respected educators looks seriously at the good that can come from playing video games.”
7- Games, Learning, and Society: Learning and Meaning in the Digital Age, by Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date.
8- Video Games and Learning: Teaching and Participatory Culture in the Digital Age, by Kurt Squire
“ This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging field of immersive digitally mediated learning environments (or games) and outlines the future of education.”