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
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