Tailored Gamification To Educational Technologies

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Tailored Gamification to Educational Technologies

This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
Gamification by Design

Author: Gabe Zichermann
language: en
Publisher: "O'Reilly Media, Inc."
Release Date: 2011-08
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
The World of Games: Technologies for Experimenting, Thinking, Learning

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.