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dc.contributor.authorPhillips, B. Janae
dc.date.accessioned2015-06-09T15:35:35Zen
dc.date.available2015-06-09T15:35:35Zen
dc.date.issued2015-05en
dc.identifier.urihttp://hdl.handle.net/10150/556586en
dc.description.abstractGamification is now a household word, but it remains at the top of the lists of emerging technology and expected trends for the future of instructional design. If this is true, how can we take gamification to a level beyond badges and points? This paper argues that narrative is a key element that has not yet been fully realized in gamification, reviewed through its prior successes in entertainment-education, game-based learning, project-based learning, and digital storytelling. It suggests that Alternate Reality Games may be the true future of gamification as we know it today.
dc.language.isoen_USen
dc.publisherThe University of Arizona.en
dc.rightsCopyright © is held by the author. Digital access to this material is made possible by the UA South Educational Technology Graduate Program and the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author.en_US
dc.subjectedtechen
dc.subjecteducational technologyen
dc.subjectgamificationen
dc.subjectgamification in educationen
dc.subjectalternate reality gamingen
dc.titleBeyond Badges: Changing the Gamification Narrativeen_US
dc.contributor.departmentUA South Educational Technologyen
dc.description.collectioninformationThis item is part of the Educational Technology Graduate Papers collection. For more information about the Educational Technology Program at the University of Arizona, visit http://edtech.arizona.edu/. Email repository@u.library.arizona.edu with questions about items in this collection.en_US
refterms.dateFOA2018-09-08T13:33:30Z
html.description.abstractGamification is now a household word, but it remains at the top of the lists of emerging technology and expected trends for the future of instructional design. If this is true, how can we take gamification to a level beyond badges and points? This paper argues that narrative is a key element that has not yet been fully realized in gamification, reviewed through its prior successes in entertainment-education, game-based learning, project-based learning, and digital storytelling. It suggests that Alternate Reality Games may be the true future of gamification as we know it today.


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