Game Design, Gamification, Learning Design and Assorted Other Strangeness

Gamification

Press Print to Play?

How do I gamify an activity? This post is a theoretical case study of how to gamify a simple workplace activity. We will be using

A Dice Does Not a (Good) Game Make

In the field of ESL/EFL it is common to see “board games” where the students roll a dice and then answer the questions in English

Games and Activities

A presentation once asked the question, what is the difference between a game and an activity in an educational environment? The presenter went on to

The Achiever in the Classroom

Richard Bartle defined 4 types of players and how they enjoyed playing MUDs (precursors to MMORPGs). For a discussion of how these types map to

Student Choices In The Classroom

Sid Meier defined a game as “a series of interesting choices”. If what makes a game interesting are the choices that are available in it,

Enjoyable Failure?

Sometimes ideas about how education should move forward can come from unlikely places. Even something as simple as a smart phone app can raise some interesting

Cheating vs Smart Play

It is impossible to win a game and at the same time to break one of its rules. – The Grasshopper One of the major arguments

Brawling in the Classroom

When it comes to the classroom, the most common activities tend to either be puzzles or races. In both of these cases, the amount of

The Explorer in the Classroom

Richard Bartle defined 4 types of players and how they enjoyed playing MUDs (precursors to the modern MMORGS). For a discussion of how these types

Homework and The Grind

One of the elements that is highly frustrating in MMORPGS is the grind. It can be summarized as the (seemingly) pointless activities that the players

Players In The Classroom

A Multi-player online (MMO) game is very similar to a modern day classroom. They are both created environments with different ways to interact with material

The Importance Of Randomness

Teachers work very hard to remove randomness from classrooms, either through organization of time, activity or the direct assignment of groups to undertake the activity. A classroom is often only seen as effective when the random elements are minimized. But is that always the best option?