'Serious games', like every other tool of education, must be able to show that the necessary learning has occurred, and Chen and Michael's article discusses how games that teach, from firefighting to business simulations, can demonstrate success.
Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.
Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
Greg Greunke, president of Greunke LLC "Gamify your training: Use gamification to increase employee engagement and improve feedback" From Training Magazine Network, July 2012. Webinar recording handouts
The report summary has the following key points and recommendations:
Blended-learning environments are the norm; students say that these environments best support how they learn. Students want to access academic progress information and course material via their mobile devices, and institutions deliver. Technology training and skill development for students is more important than new, more, or “better” technology. Students use social networks for interacting with friends more than for academic communication.