Books · Emerging Trends · Gamification · Teaching · Web Resources

Gamification Resources for Education

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. [source]

There are three main ways to learn about gamification for education; books, website and self-directed, video-based learning. I have referenced one of each plus a bunch of additional links to assist in your learning.

Check out Knewton’s Infographic on Gamification of Education. Gamification

Created by Knewton and Column Five Media

Here is the a pair of great books to guide you.

Title: The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education

Author: Karl M. Kapp
English | 2012 | ISBN: 1118096347 | ISBN-13: 9781118096345 | 336 pages

gamli_covLearning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application.

It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face.

Title: The Gamification of Learning and Instruction Fieldbook : Ideas into Practice

Author: Karl M. Kappgamlifield_cov

English | ISBN: 111867443X | 2014 | 622 pages

Following Karl Kapp’s earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The next resource I would like to share is a very basic video training title on Gamification that costs only $24US.

It is produced by The Art of Service training company and distributed by the Udemy Training Network.

MP4 | Video: 1280×720 | 47 kbps | 44 KHz | Duration: 7 Hours

Genre: eLearning | Language: English
An introductory course about understanding the characteristics and elements of gamification and its applications.

Gamification is the integration of game dynamics into a website, service, community, content or campaign in order to drive participation.

This introductory course will begin discussions on identifying and defining gamification and present its benefits and risks. The succeeding modules will discuss pitfalls, characteristics and elements in gamification. A discussion about the usage of gamification, specifically in the areas of education and business will be included in this course. Last but not the least, some trends, real-time applications and the future of gamification will be discussed.

Badgeville and the Gamification Wiki

gamification wiki badgevillelogo

The final resource I would like to share in this post is the Gamification wiki hosted by Badgeville. Badgeville was started 6 years ago and has become the premier gamification organization, particularly focusing now on Enterprise gamification. They have sponsored a wiki that is a portal to many resources and dialogues about Gamification specifically for education.


Note: All the books presented in this blog. Include the original cover and review provided by the publisher. This information is used to accurately promote and show respect for these resources, the authors and the publishers.


One thought on “Gamification Resources for Education

  1. The total market for learning games is already $3.9 billion, and is expected to grow to $8.9 billion by 2017, according to a research report by Ambient Insight. So Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers in order to answer common questions about gamification.

    Key Takeaways include:

    Gamification and learning games already have widespread adoption, with 83% and 90% use, respectively
    70% of respondents claimed gamification led to an increase in student scores
    83% of LMS users reported their students retained course content better using gamification
    The most popular gamification features were points (85%), progress bars (78%), and levels (76%)
    Social gamification features like activity feeds (16%), avatars (24%), and leaderboards (26%) were desired the least by users

    For the full results, visit


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