thank you, Rhonda Huisman
++++++++
more on games in this IMS blog
https://blog.stcloudstate.edu/ims?s=games
gamification
https://blog.stcloudstate.edu/ims?s=gamification
Digital Literacy for St. Cloud State University
thank you, Rhonda Huisman
++++++++
more on games in this IMS blog
https://blog.stcloudstate.edu/ims?s=games
gamification
https://blog.stcloudstate.edu/ims?s=gamification
Here is the “literature”:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also Slideshare shows from conferences’ presentations on the topic:
https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings
Topic :Gaming and Gamification in Academic Settings
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
Discussion: Which side are you on and why?
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
Recommendations for LRS