Internet Learning Volume 3, Number 2, Fall 2014 | Page 54

Measuring Online Course Design Brian Sutton-Smith (2001). There needs to be a deeper examination of Gee's (2007) 36 Learning Principles inherent in videogames. This examination will allow educators to discover that gamifying education must take a different track than gamifying industry. These differences will emerge as educators become more cognizant of their own learning when they are also invested in game play. One cannot create a gamified experience without first having experienced a game. As such, in order to gamifying education and learning experiences, educators, curriculum developers, and policy makers involved in educational decisions should invest a healthy amount of time in playing games. References Abrams, S. S. (2009). A gaming frame of mind: Digital contexts and academic implications. Educational Media International, 46(4), 335-337. Bogost, I. (2011, August 9). Gamification is bullshit. The Atlantic: Technology. Retrieved from http://www.theatlantic.com/technology/archive/2011/08/gamification-is-bullshit/243338/ Caillois, R. (2001). Man, Play, and Games. Urbana, IL: University of Illinois Press. Deterding, S. (2011). Meaningful play: Getting "gamification" right. Google TechTalk. Retrieved from http://www.youtube.com/ watch?v=7ZGCPap7GkY Entertainment Software Association (2013). Essential facts about the computer and video game industry. Gee, J. P. (2007). What videogames have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. Gee, J. P. & Hayes, E. (2011). Women and gaming. New York, NY: Palgrave Macmillan. Gerber, H. R. & Price, D. (2011). Twenty-first century learners, writers, and new media: Meeting the challenge with game controllers and laptops. English Journal, 101(2), 68-73. Gerber, H. R., Abrams, S. S., Onwuegbuzie, A. J., Benge, C. (2014). From mario to fifa: What qualitative case study suggests about games-based learning in a U.S. classroom. Educational Media International, 51(1), 16- 34. Huizing, J. (1950). Homo ludens. New York, NY: Routledge. Kapp, K. (2012). The gamification of learning and instruction. San Francisco, CA: Pfeiffer Press. Koster, R. (2004). A theory of fun for game design. Phoenix, AZ: Paraglyph Press. Layne, A. (2011, April 10). Gaming the system in a system of gaming: The inherent nature of games and pedagogy. Retrieved from http://www.samanthablackmon.net/ notyourmamasgamer/?p=368 McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Peguin Press. Nicholoson, S. (2012). A user-centered theoretical framework for meaningful gamification. Paper presented at Games+Learning+Society 8.0 Madison, WI. 53