Gamification is now a household word, but it remains at the top of the lists of emerging technology and expected trends for the future of instructional design. If this is true, how can we take gamification to a level beyond badges and points? This paper argues that narrative is a key element that has not yet been fully realized in gamification, reviewed through its prior successes in entertainment-education, game-based learning, project-based learning, and digital storytelling. It suggests that Alternate Reality Games may be the true future of gamification as we know it today.
Identifer | oai:union.ndltd.org:arizona.edu/oai:arizona.openrepository.com:10150/556586 |
Date | 05 1900 |
Creators | Phillips, B. Janae |
Contributors | UA South Educational Technology |
Publisher | The University of Arizona. |
Source Sets | University of Arizona |
Language | en_US |
Detected Language | English |
Rights | Copyright © is held by the author. Digital access to this material is made possible by the UA South Educational Technology Graduate Program and the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author. |
Page generated in 0.0021 seconds