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Annotated Bibliography

Are Video Games Reaching Out Beyond The Screen?

Lissette Ramirez Diaz

Professor Malcolm Campbell

UWRT 1104

10/08/2017
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Annotated Bibliography
DFrank. A Brief History of Gamification [#Infographic]. EdTech, 11 July 2014,
https://edtechmagazine.com/higher/article/2014/07/brief-history-gamification-infographic
This article is mostly an infographic that describes the history of gamification overall,
including how it was used in the hospitality industry. This infographic covers specific
information such as when the first multi user video game was invented, and by whom -Roy
Trubshaw-. Also, this infographic conveys how gamification was being used before the term was
officially coined in 2003 by Nick Pelling. It began with S&H Green Stamps being used by
marketers to give to retailers as a loyalty program for customers. Then, in 1981, American
Airlines comes out with the first frequent flyer program for customers. Not to be outdone, in
1983, Holiday Inn makes the first loyalty program for the hotel industry guests.
The article then goes on to discuss more events down the line that show how exactly
gamification has been evolving and shaping the world around us today. For example, in 2002, a
Serious Gaming Initiative was made that forged a bond between the gaming industry and health,
training, education, and public policy. Further down the line, in 2009, Quest To Learn accepts a
class of 6th graders into a game-based learning environment. Lastly, Gartner predicts that by
2014, 70% of Global 2000 organizations will have at least 1 gamified application. Although this
infographic was released in 2014 and does not have the most recent data, it does give
information of the history of gamification and how it has come about the shape the world and
how it has affected millions around the globe. I will be using this article to further support my
claim. It gives an infographic that allows the reader to not only see the history, but to also see
how gamification has been changing many industries. This article also gives data in the form of
statistics that cannot be denied.

Greenemeier, L. (2012, October 26). Educating Players: Are Games the Future of Education?
Retrieved October 10, 2017, from https://blogs.scientificamerican.com/observations/educating-
players-are-games-the-future-of-education
This article, from the magazine Scientific American, describes how influential gameplay
can be to the learning process, more specifically of children. At the EmTech conference on
October 25, 2012, it was decided by teachers and educator alike that this age of technology
should be used to their advantage in the classroom. Young ones had already embraced the use of
smartphones and tablets, so why not utilize this efficient tool to teach? Over the years, it has
been thought that technology in the classroom would serve as a distraction, and not be an
appropriate tool to teach. Yet, "The issue isn't education or schoolsit's learning," panelist
Nicholas Negroponte, founder and chairman emeritus of M.I.T.'s Media Lab and the chairman of
the One Laptop Per Child (OLPC) foundation, said The fork in the road is the difference
between knowing and understanding. We test people on what they know, but they might not
understand a thing."
In the article, it addresses an experiment conducted in Ethiopia. It mentions that OLPC
in April delivered boxes containing more than a dozen tablet computers loaded with books,
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games and other appsin Englishto an isolated village in the Ethiopian highlands. No
instructions were given to the village children regarding what was in the boxes or what to do
with them. The villagers have no reading or writing skills, nor have many of them ever seen so
much as a written word, not even on a sign or bottle, Negroponte said. "I thought they'd [just]
play with the boxes," he added. Instead, within four minutes the village children had opened the
boxes and learned how to turn on the tablets, he said. Within a few months they had learned the
A, B, Cs and were singing the alphabet song in English. This article is helpful towards my topic
because it comes from a very esteemed source. It gives well-thought information that will aid my
inquiry about gamification in education. This source also mentions a few key prominent people
that will give my viewpoint more credibility.

Mak, Heong Weng. 3 Beneficial Impact of Games in Education For Students. Gamification
Co, 18 Jan. 2016, www.gamification.co/2016/01/20/3-beneficial-impact-games-education-
students/.
At the beginning of this article, it is mentioned that many parents and adults see video
games in a negative light and that all too often children are told to put down the gaming
controller to do something like play outside, play with siblings, or read a book. Although it has
grown to have a certain bad reputation, games actually may be very beneficial. The article states
that some benefits include increased learning retention, greater appreciation for diversity, and
opportunity to focus on subject areas that need improvement.
The article references to TalentLMS which states certain statistics such as learners
recall: 10% of what they read, 20% of what they hear, 30% of an oral presentation with visuals
attached, 50% of an observed action with explanation, 90% of an action if they perform it
themselves, even if its a simulation. These statistics show that the traditional methods are not
as effective as people perceive them to be. Nevertheless, the article then goes on to state that
when gaming is added to the learning process, the result is that the learning environment is one
of engagement and positive reinforcement. When gaming is added to the mix, not only do
students learn better, but they also have an increased appreciation for diversity among
individuals. When in schooling, those that students generally tend to interact with are those that
live in the close vicinity, versus with gaming, students are allowed to see beyond the borders
they are used to and even interact with other players from around the globe. This article will be
useful to me because it gives clear, concise information that is also fairly recent. It gives
statistics, unlike a few other websites used, and the information in this article cannot be denied. It
also comes from a reliable source, and this will help establish credibility in my claim.

Thillet, Danyell. School is Fun When You 'Quest to Learn'. Gamification Co, 8 Nov. 2012,
www.gamification.co/2011/04/07/school-is-fun-when-you-quest-to-learn/.
This webpage describes more about the school Quest To Learn. This school utilizes
game-based learning for students. In their words, Quest To Learn helps students develop BY
USING THE STRUCTURE OF GAMES, QUEST TO LEARN CREATES POWERFUL
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EDUCATIONAL TOOLS TO TEACH [TO] 6TH-12TH GRADERS. GAMES WORKS AS


RULE-BASED LEARNING SYSTEMS, CREATING WORLDS IN WHICH PLAYERS
ACTIVELY PARTICIPATE, USE STRATEGIC THINKING TO MAKE CHOICE, SOLVE
COMPLEX PROBLEMS, SEEK CONTENT KNOWLEDGE, RECEIVE CONSTANT
FEEDBACK AND CONSIDER THE POINT Of VIEW OF OTHERS. In their program, the
way students learn is that two or more lessons are combined into one for a more well-rounded
experience, and so that students can use the information gathered to their advantage in the real
world. However, the article then goes on to mention that While Quest to Learn uses game
mechanics in its structure, its important to note that students dont spend all day playing video
games. However, a good deal of new technologies are used in the daily schedule. BeingMe is
Quest to Learns private, specialized social networking site created so students can share
insights, post blogs, collaborate and reflect on their lessons all in a safe space. Quest To Learn
began as a program for 6th and 7th graders only, but as time went on, they expanded and now
educate from 6th to 12th grade. I plan to use this source to further advance my claim. This article
describes how gamification in education can be used as an effective teaching method. This
article also goes on to mention how their own personal trial f gamification in education has been
successful, and how this organization has been able to go and to use this method of teaching in
various age groups and grade levels.

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