Internet Learning Volume 3, Number 2, Fall 2014 | Page 55

Problems and Possibilities of Gamifying Learning: A Conceptual Review Schell, J. (2010). Design outside the box. Retrieved from http://www.g4tv.com/videos/44277/dice-2010-design-outside-thebox-presentation/ Steinkuhler, C., Compton-Lily, C., & King, E. (2010). Reading in the context of online games. Proceedings from the 9th International Conference of the Learning Sciences. Sutton-Smith, B. (2001). The ambiguity of play. Cambridge, MA: Harvard University Press. Zichermann, G. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. New York, NY: O' Reilly Media. About the Author Hannah Gerber is an Assistant Professor in the Department of Language, Literacy, and Special Populations at Sam Houston State University. She is interested in the impact that various media and technologies have on culture, broadly focused on the impact on learning and socialization across cultures and societies through transnational flows and responses. Her immediate focus is on the impact these digital spaces have on learners within public school systems, with an interest in both urban and rural schools systems. Her research has focused on the examination of ecologies and pedagogies afforded through videogaming practices among adolescents, considering both the affordances and constraints that the medium of the videogame, and the related practices, the metagame, have on students’ independent and often unsanctioned literacy practices. 54