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Colleague to Colleague (C2C) is a professional association of faculty, staff and administrators from a variety of Kansas and Missouri institutions

Gamification: Concepts, Methodologies, Tools, and Applications Reviewed in C2C Magazine

By IGI Global on Dec 4, 2015
Handbook of Research on Seismic Assessment and Rehabilitation of Historic Structures The IGI Global title Gamification: Concepts, Methodologies, Tools, and Applications was recently reviewed in the C2C Digital Magazine, a publication of the Colleague to Colleague (C2C) organization.

Colleague to Colleague (C2C) is a professional association of faculty, staff, and administrators from a variety of Kansas and Missouri institutions. C2C's goal is to share technology expertise, resources, and training with a special emphasis on distance education and instructional technology in Kansas and Missouri. C2C Digital Magazine is a bi-annual periodical that supports the efforts of the organization, encouraging the use of technology to improve the state of learning resources.

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Magazine co-editor and IGI Global contributor Shalin Hai-Jew, an instructional designer at Kansas State University, published a thorough review of the 4-volume title Gamification: Concepts, Methodologies, Tools, and Applications and gave some excellent feedback on this book, as well as the current state of gaming resources available today:

"[This book] lays the gamification groundwork in the field of learning design based on real-world and applied research, theorizing, game reviews, and framework designs. [...] Gamification shows the importance of interdisciplinary collaboration for this work and the importance of local expertise. It also captures the sense that while gamification has potential, there is early research in the field but also plenty of research gaps."

View the complete review here, which explores the content in depth: http://scalar.usc.edu/works/c2c-digital-magazine-fall-winter-2016/book-review?path=index.
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