This book is a field guide on how to implement game-based learning and «gamification»
techniques to the everyday teaching. It is a survey of best practices aggregated from
interviews with experts in the field including: James Paul Gee (Author What Video Games Have
to Teach Us about Learning and Literacy) Henry Jenkins (Provost Professor at University of
Southern California) Katie Salen (Founder Institute of Play) Bernie DeKoven (Author A
Playful Path) Richard Bartle (Bartle¿s Player Type Theory) Kurt Squire (Games + Learning +
Society Center) Jessica Millstone (Joan Ganz Cooney Center) Dan White (Filament Games) Erin
Hoffman (GlassLab Games) Jesse Schell (Schell Games Professor at Carnegie Mellon) Tracy
Fullerton (University of Southern California Game Innovation Lab) Alan Gershenfeld (E-Line
Media) Noah Falstein (Chief Game Designer Google) Valerie Shute (Professor at Florida State
University) Lee Sheldon (Author The Multiplayer Classroom) Robert J. Torres (Bill & Melinda
Gates Foundation) Asi Burak (President Games for Change) Toby Rowland (MangaHigh) Jocelyn
Leavitt (Hopscotch) Krishna Vedati (Tynker) and researchers at BrainPOP and designers from
Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas
games to play (both digital and tabletop) and links to research further. Much of the book
draws on the author¿s experiences implementing games with his middle school students.
Regardless of your teaching discipline or grade level whether you are a pre-service teacher or
veteran educator this book will engage and reinvigorate the way you teach and how your
students learn!