Gamification
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How It’s Developing
Why It Matters
Examples from Libraries
Is you library innovating with gamification? Please let us know.
Notes and Resources
[1] “The Gamification of Education,” World Future Society, The Futurist, September – October 2011, available from .
[2] “In the Future, Everyone Will Play Video Games,” David J. Hill, SingularitryHUB, November 9, 2014, available from .
[3] “How Videogames Like Minecraft Actually Help Kids Learn to Read,” Clive Thompson, Wired, October 9, 2014, available from .
[4] “Some Struggles Teachers Face Using Games in the Classroom,” Katrina Schwartz, Mind/Shift (blog), KQED News, November 24, 2014, available from .
[5] “Level Up Learning: A National Survey on Teaching with Digital Games,” Lori Takeuchi and Sarah Vaala, Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center, October 20, 2014, available from
[6] Level Up Learning: A National Survey on Teaching with Digital Games, Lori Takeuchi and Sarah Vaala, Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center, October 20, 2014, available from .
[7] “’Gamification’ Is Dead, Long Live Games for Learning,” Michael John, TechCrunch, October 5, 2014, available from .
[8] “The Gamification of Education,” World Future Society, The Futurist, September – October 2011, available from .
[9] “How Videogames Like Minecraft Actually Help Kids Learn to Read,” Clive Thompson, Wired, October 9, 2014, available from .
[10] “Level Up Learning: A National Survey on Teaching with Digital Games.” Lori Takeuchi and Sarah Vaala, (New York: The Joan Ganz Cooney Center at Sesame Workshop, 2014), available from .
[11] “Some Struggles Teachers Face Using Games in the Classroom,” Katrina Schwartz, Mind/Shift (blog), KQED News, November 24, 2014, available from .
[12] “Fact or Fiction?: Video Games Are the Future of Education,” Elena Malykhina, Scientific American, September 12, 2014, available from .