Documente Academic
Documente Profesional
Documente Cultură
Cole Anderson
Gordon Chiu
Stephanie Ives
Janelle Therien
Mary Sikkes
Todays world demands more of our students than traditional education methods can
provide. No longer are factory workers required, but a new iteration of workers we have not
produced consistently in the past. This demographic needs to be equipped with the universal
communication, character, culture and ethical citizenship, and proficiency in computer and
digital technologies (Shifting Minds, 2012). Jenkins (2009) posits that this shift in the workforce
and its requirements puts media literacy at the forefront of importance and necessity. Core
media literacies include: play, ability to manipulate surroundings to create learning; simulation,
ability to learn through models of real-world processes; performance, ability to adopt identities
for discovery learning; appropriation, ability to sample and remix existing media; multitasking,
ability to scan environment(s) for important details; distributed cognition, ability to interact with
tools that expand cognition; collective intelligence, ability to pool knowledge towards a common
goal; judgement, ability to evaluate various sources; transmedia navigation, ability to follow
stories and information across mediums; networking, to develop social/cultural skills; and
negotiation, ability to function in new environments/ cultures. The question becomes: how can
Learners today experience the world differently. This should be reflected in the ways we
teach social sciences. Education needs to address the needs of a generation whose primary
form of entertainment is video games (Zichermann, 2011) and who may be digitally native, but
not necessarily digitally literate (Resnick, 2013). How do you get through to those students
who would rather be playing video games? Bring immersive worlds into the classroom and
watch their creativity and learning take off (Tromba, 2013, p. 20). The engaging, immersive,
and interactive nature of video games is increasingly being explored for its implications in the
classroom (Ronimus, Kujala, et al., 2014; Sherry, 2013). This is not surprising, considering the
time and effort children willingly invest into the hard learning of video games. According to the
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2014 Horizon Report (as cited in Hill, 2015, p.369), gaming and gamification has been identified
as an important trend within schools. It is time to leverage the use of games in acquiring 21st
gaming, there are an increasing and significant number of benefits that are associated with
gaming and the implementation of gaming into an educational setting. The idea of including a
virtual world within the classroom is not new; however, the actual implementation of digital
games has been a slow process despite the many benefits. While educators may feel there is a
decrease in the attention and motivation of students in todays classrooms, Gabe Zichermann
(2011) argues that perhaps the world is simply too slow for our children today. When we
consider how best to target students, many educators are beginning, or have already begun, to
use video games and simulations as a way to meet student needs and leverage their interests
for increased student learning (Tromba, 2013, p. 20). Ronimus, Kujala et al. (2014) discuss a
growing body of research showing increasing understanding and acceptance that computer-
based learning tasks appear to engage students more effectively than traditional school tasks,
intelligence, the intelligence used in problem solving, is based on five principles: seeking
novelty, challenging oneself, thinking creatively, doing things the hard way, and networking.
Zichermann in turn likens these five points to the basic pattern of a video game and points out
that gaming provides children with a continuous process of learning that is constantly evolving
and moving forward. When children are involved in gaming, they target multiple skills that are
essential in todays world. For example, children develop multitasking skills; they chat using
both voice and text, develop the ability to operate a character in short and long term objectives,
and manage interruptions (Zichermann, 2011). In addition to this, gaming increases motivation,
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develops autonomy and adaptability, and provides children with new and interesting
environments (Saleh, Prakash, & Manton, 2014). From an educators perspective, gaming can
provide tools for projects and an opportunity for collaboration (Saleh, Prakash, & Manton, 2014;
Tromba, 2013), can ...simulate just about any phenomenon a teacher might want students to
understand (Sherry & Pacheco, 2006, as referenced by Sherry, 2013, p.12), as well as
targeting cognitive skill development, such as deduction, pattern recognition, and decision
making (Cuenca Lpez, J. M., & Martn Cceres, M. J., 2010). Not only can gaming develop
students minds in regards to a virtual or imaginative world, but the collaborative and multiplayer
nature of games allows them to be customized to fit the needs of various contexts (Young et al.,
2012). When gaming, students can travel to different times and places, bringing history to life
(Young et al., 2012), as they construct environments and form knowledge in collaboration with
Despite the findings of researchers regarding the potential or observed benefits of game-
based learning in the classroom, researchers also raise questions regarding the effectiveness
from the perspective of the students, the teacher, the overarching system, or any combination of
the aforementioned. Saleh, Prakah, and Manton (2014) describe the four primary barriers to
effective implementation of games in the classroom as being time and effort, preparation,
dissemination, and assessment or tracking. These four factors can significantly affect a
teachers ability or willingness to work towards integrating a game-based approach within his or
edutainment, namely the lack of a specific curriculum associated with a program, the difficulty of
balancing content, the level of technical expertise required to operate a program, or the
monetary cost to schools and school divisions (Saleh, Prakah, and Manton, 2014).
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The perspectives and skill levels of the teacher are important considerations when
examining the potential of game-based learning. Tromba (2013) explains that Video games are
commonly understood in only a pejorative sense among many career educators, especially
those furthest from the student population (p.21). If teachers do not have a positive
perspective regarding the use of games in the classroom, they may be less likely to persevere
at implementation or to even attempt to begin the experimentation process of testing out the
approach. Additionally, Tromba further reports that some teachers see game-based strategies
by the game, is the time and effort required to implement it valuable? If games are seen as the
enemy to classroom learning, they will not likely enter the scope of instructional strategies. As
Saleh, Prakah, and Manton suggested, there is a time commitment required on the part of
teachers, as they need to sufficiently understand the game content and test the skills required to
ensure that a game fits their desired outcomes and the levels of their students. A teacher
without an adequate comfort level in coding or gaming, or a teacher with many other demands
on their time may find this process overwhelming and minimally productive when compared with
The nature of the games themselves can also be a significant challenge within the
school context. J.L. Sherry (2013) asserts that Often, as is the case with educational games,
EE [Entertainment Education] messages compete for attention with a number of other media
messages, many of which are produced with large budgets solely for entertainment (Sherry,
2002). In general, children believe that educational games pale in comparison to the production
quality of commercial games (Mitchell & Savill-Smith, 2004) (p. 13). When students are
consistently immersed in a world of flashy images, quick snippets, and high-quality graphics,
how can we capture and maintain their interest in programs and media that they perceive as
being somehow less than? While some commercial games, such as Minecraft, have been
adapted into educational versions, questions can be raised regarding the effectiveness of the
condensed versions of game programs. The need to account for time constraints is important,
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as instructional hours are limited, but is value lost when streamlining? Many educational
games have assimilated game features into the constraints of the school day, becoming 20-
minute activities with associated worksheets that lack a multiplayer continuity and the extended
engagement characteristic of games played for purely entertainment value. Such adaptations
may mask the potential learning benefits of video games (Young et al., 2012, p.80). What may
development of more targeted and advanced programs that support both students and
teachers, thereby increasing the potential return on the investment of time, energy, and
resources. Students must also be comfortable using the technologies required to engage in
learning, or be willing to work towards strengthening of such skills. Students should find value
and personal relevance in their learning, and programs they cannot identify or connect with will
The social dynamics of technologically based learning can present challenges for
students that can detract from the intended purpose or benefit of a learning activity. Young
adult librarians have discovered that teens enjoy building and collaborating in virtual spaces but
often need monitoring to be sure they are not bullying or griefing others. The term griefing
means intentionally destroying others virtual goods or bothering someone in a virtual game
space (Hill, 2015, p.370). It is important that educators work to mitigate the challenges of the
social network online and in digital learning spaces in order to ensure that all students have a
positive learning experience. Sometimes, however, this can be a significant task to add to the
option, Young et al. recommend that the primary challenges to be addressed initially include
account[ing] for the individualized nature of game play, acknowledging the impossibility of the
same game being played exactly the same way twice and establishing that game play may
need to be investigated as situated learning (Young et al., 2012, p. 62). Approaches to the
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Implementation Techniques
When an educator examines implementing games into the classroom, there are many
obstacles to overcome in order to gain professional acceptance (Cuenca Lpez, J. M., & Martn
Cceres, M. J., 2010). Barriers can be overcome by: determining the social science objectives,
a thorough evaluation of the game for development and problem solving, and finally, knowing
how to detect any and all obstacles as well as the benefits of using any game. When students
enjoy games, learning can be achieved. It should be noted that games used in an educational
setting are most successful when the user interface is not overly complex and can easily be
In online digital games such as Civic Mirror students learn the Canadian Parliamentary
system along with the judicial branch and elections in their personally created digital online
country. This is achieved through students creating their own government along with their own
House of Commons where their political parties reside. Each student, because of their secret
agenda, behaves differently within the democracy of the country. As a result, students become
their own advocates for different kinds of social justice. This is in conjunction with being very
active in influencing the government for their own agendas. This creates a fascinating dynamic
within the classroom and it is a dynamic that will take the classroom into many different
directions that were not thought of before. There is importance in the architecture of the game,
with an enjoyable narrative and believable characters being central to that architecture. That is
the beauty and power of including games in the classroom because it takes the course content
and brings it to life for the students. It engages all learners because students already have a
digital life outside in the real world. Teenagers are social beings and games that have a
storytelling element which has voice, teenage language and factual accuracy makes games
appealing.
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According to the eighth grade curriculum (USA), games such as Minecraft can be
aligned to suit curriculum standards and assessment practices (Tromba, 2013). In addition,
games are designed to be modified by whoever is playing the game. In this way, games can
immediately achieve an academic connection to the existing game world (Tromba, 2013).
Minecraft shows how in the educational system, as well as in society, there has been a gradual
trend to move away from the lecture-based class learning environment and instead towards
constructivist and student centred models of learning that focus more on student self-motivation.
Choice is an important motivator for learners; ...young learners should have opportunities for
making choices about instructionally irrelevant aspects of the activity, such as types and names
of characters and fantasy elements. Providing choice within a digital game potentially enhances
the players perception of autonomy, which in turn has been shown to increase intrinsic
motivation (Ryan, Rigby, & Przybylski, 2006) (as referenced by Ronimus, Kujala, Tolvanen, &
Lyytinen, 2014).
(Bekebrede, Warmelink, & Mayer, 2011). If educators want their students to be engaged with
educational games, they need to consider what motivates a student to play a game in a
traditional school (Sherry, 2013). Rather, educational games need to be designed and
task difficulty to the learner's capabilities, metacognitive reflection on the learning taking place,
and consideration of the rich situated interaction among learner, game environment and
classroom environment (Young et al., 2012, p.68) However, educators need to understand that
their student gamers have a tendency to skip or ignore important information that they would
deem as non-essential to completing the tasks of the game. It should be noted that educators
who develop historical games would be wise to create an information delivery system that is
more integral to the game experience and create additional game elements that require
Ultimately what makes a game appealing is how visually appealing and enticing the
overall design is. Scratch is a visually compelling platform for teaching computer science
concepts through creating simple games (Gruenbaum, 2014). Lesson plans can be created
using Scratch by almost any teacher with a minimal level of training or prior experience.
Students can easily collaborate on coding projects or even modify existing projects from other
students within the program. When students learn to code, it enables them to learn many other
things and essentially code to learn (Resnick, 2013). The power of collaborative learning is an
Video games quickly immerse users in an engaging environment that motivates players
though extrinsic reward systems. Even though popular games like the massive multiplayer
online role-playing game World of Warcraft can develop useful skills for an employer, violence
does not sit well with most education systems (Brown et al., 2006). This zero tolerance towards
violence, according to Chellman (2010), is one of the main reasons why boys have been turned
off from school. But some educators still see the value in non-violent game-based learning and
posit that playing a game with the purpose of learning will result in greater educational effects
than playing the same game for fun (Sherry, 2013, p. 13).
Civics can be a topic that both students and teachers dread. A host of influential people
formed a panel hosted by the CBC and bemoaned the declining involvement in citizens
participating in Canadas democracy. The panel of experts proposed that engaging youth was
the answer to this problem. Other scholars affirm the problem solving benefits for various types
of social science games (Cuenca Lpez, J. M., & Martn Cceres, M. J., 2010). As in the case
of Alleston (2013), this Ontario Catholic District School Board teacher attempted to engage
students with the implementation of a social science game called Civic Mirror. Through this non-
violent simulation game, students were found to be more excited about the subject-matter; the
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situational nature of the game connected and engaged students in an authentic way (Alleston,
2013, p.4).
Olson (2010) reviewed the literature on game play motivations and categorized them
others, hanging out with friends, making friends, and opportunities for leadership or for teaching
others. Emotional motivations include playing games to manage mood (e.g. arousal/excitement)
and the opportunity to experience an intrinsically rewarding, highly focused state (see
including playing for the challenge, experiencing creativity, experimenting with different
identities, and curiosity/discovery. (Sherry, 2013, p. 14). One study by Hill (2015), used
Minecraft to teach digital citizenship to a group of grade five students. These students were
instructed to work together and create a quest-type game within a Minecraft world to be tested
on other Junior School students. Hill (2015, p.380) utilized a threefold triangulated methodology
of observation, interviews and mixed reality video and found the students exemplified learning
consumed content, illustrating constructivist theory applied to information literacy concepts. The
students collaborated well and naturally took on roles that played to their strengths or area of
interest; the boys acclimated to leadership or technical roles and the girls preferred script writing
and creative roles. Many students in the group worked on the game in their spare time. Only
one student was unmotivated by the activity and started distracting the other students. After an
intervention by the teacher, the student became a productive contributor to the project. All
students that tested the game gave positive feedback and many commented on learning
concepts that they never knew before. It is evident that many of the motivations mentioned by
Olsen were present in this small scale descriptive study by Hill. According to Bekebrede &
Warmelink (2011), students are on average positive about working together and using
LITERATURE REVIEW AND ANNOTATED BIBLIOGRAPHY 11
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technology; however, they warn that it would be overly simplistic to concluded that all students
Conclusion
and interaction (Cuenca Lpez, J. M., & Martn Cceres, M. J., 2010). Various classes of games
help to support the development of the aforementioned critical skills. These include conflict
games to encourage decision making, systemic thinking, and new solutions to old problems;
territorial management games to give a sense of city issues; democracy and citizenship games
to encourage consideration of immigration, tolerance, and sectarianism; and economy and trade
games to immerse players in simulations of real-world systems (Cuenca Lpez and Martn
Cceres, 2010). Our project will examine the possible implementations, challenges, and means
of assessment for three social science games: for primary school (ages 7-12), Where in the
World is Carmen Sandiego; for middle school (ages 13-15), Minecraft; and for high school (ages
16-18), Civic Mirror. In addition, in response to the need to be digitally literate through media
production (Gruenbaum, 2014; Hill, 2015; Jenkins, 2009; Resnick, 2013; Tromba, 2013), we will
explore one option for artifact creation, appropriate for use at all ages, Scratch.
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Annotated Bibliography
Alleston, Jessica. (2013). From the front lines: Civics - own it. Journal of the Ontario History &
Social Science Teachers Association, 36(1). Retrieved 14 July, 2016, from: http://
civicmirror.com/wp/wp-content/uploads/58803-ohassta-rapport-PROOFNOV08.pdf.
In this article from the Ontario History & Social Science Teachers Association Jessica
Alleston wrote an article that summarized a panel of experts who had been interviewed
by the CBC. This panel had offered a solution to the ongoing declining of citizen
engagement in the past 15 years of Canadian Federal Elections. The solution was to get
the youth involved in the democratic experience but how? The author of the article
introduces a program to her students called Civic Mirror as the answer to that question.
In the simulation students have their own ideology secrete agendas, a digital fictional
family to provide for in a virtual country. The strength of Civic Mirror originates from solid
Bekebrede, G., Warmelink, H., & Mayer, I. (2011). Reviewing the need for gaming in education
to accommodate the net generation. Computers & Education, 57(2), 1521-1529. doi:
10.1016/j.compedu.2011.02.010.
This study originates from the Dutch education system, examining the relationship
between the net generation and the use of gaming as an educational approach. While
the study was conducted in the context of higher education, the outcomes of the works
system. One of the key findings was that while their quantitative results did not show
statistically significant differences between attitudes of net generation students and non-
LITERATURE REVIEW AND ANNOTATED BIBLIOGRAPHY
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net generation students, there was an overall positive student perspective towards
Brown, E., Hobbes, M., & Gordon, M. (2006). Using a virtual world for transferable skills in
gaming. Innovation in Teaching and Learning in Information and Computer Skills, 5(3),
1-13.
In this study that was commissioned by Angila Ruskin University the objective was to
create a research group to study to find links from the real world to the digital world
through a constructivist pedagogical perspective. The idea of this study originated from
the industry trends of employers who are interested in hiring students who have useful
digital skills. Skills that can be transformed into lifelong skills. The desire was to
the issues of using technology. One of the biggest concern in using any digital
technology is are there enough measureable benefits of unilaterally adopting any digital
Chellman, Ali Carr. (2010, October). Gaming to re-engage boys in learning [TED Talk].
ali_carr_chellman_gaming_to_re_engage_boys_in_learning.
In this TED Talk by Ali Carr Chellman explains why the traditional model of the current
school system is not working for the average American boy. She explains that there are
three reasons for why boys lose interest in school and instead become interested in
video games or sports. The reasons why are: a zero tolerance towards violence, few
male teachers and the overall academic level even at kindergarten is getting harder. As
a public system she explains why the system needs to invest the same level of money
LITERATURE REVIEW AND ANNOTATED BIBLIOGRAPHY
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as private companies do to create rich and layered academic games for all to enjoy.
Games such as World of Warcraft has a massive research and development budget and
team and this is what draws boys to these games. If that same level would be applied to
a game for school boys would once again become engaged in their learning and not
Cuenca Lpez, J. M., & Martn Cceres, M. J. (2010). Virtual games in social science education.
Games make sociocultural history appealing through abstraction, multiple variables, and
recognition, and decision making. There are five categories of social sciences games;
economic, social, geographical, artistic, and historic. Gameplay also affects the thinking
and skills supported. Conflict games encourage decision making, systemic thinking, and
new solutions to old problems; territorial management games give a sense of city issues;
and sectarianism; and economy and trade games immerse players in simulations of real-
world systems. When selecting a game for use, consider the social sciences objectives,
the ability of the game to develop problem solving skills, and obstacles and benefits of
the game.
In this article, computer science students from the University of Washington Bothell were
Redmond, WA. The students from UWB utilized an activity based exercise using a
LITERATURE REVIEW AND ANNOTATED BIBLIOGRAPHY
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simple game template in which the Redmond students could modify aspects and add
new code to the game. Overall, the implementation was successful as Redmond
students were quite creative with the exercise, positive in the exit survey, and interested
Hill, V. (2015). Digital citizenship through game design in Minecraft. New Library World,
116(7/8), 369-382.
physical concepts. The notable difference in this small-scale descriptive study is that a
group of eight Grade 5 students were given control over the Minecraft environment and
given the challenge to create an adventure game to teach information literacy skills. This
the project and the students naturally took on roles that played to their strengths or area
of interest.
Jenkins, H. (2009). Confronting the challenges of participatory culture: Media education for the
There are eleven core media literacies; play, ability to manipulate surroundings to create
sample and remix existing media; multitasking, ability to scan environment(s) for
important details; distributed cognition, ability to interact with tools that expand cognition;
ability to evaluate various sources; transmedia navigation, ability to follow stories and
Resnick, M. (2013, Jan 29). Mitch Resnick: Lets teach kids to code [TED Talk]. Retrieved 14
Mitch Resinick is Professor of Learning Research and head of the Lifelong Kindergarten
group at the MIT Media Lab. His team was responsible for the creation of Scratch, a
visual programming language with underlying computer code. In this video, Mitch
introduces Scratch to a TED Talk audience and describes how anyone can learn how to
code using Scratch. He identifies that even though students are digitally native, they
may not be digitally literate and have the ability create digital content. His hope is that
students also code to learn and develop the ability to do greater things because of
Scratch.
Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014). Childrens engagement during
digital game-based learning of reading: The effects of time, rewards, and challenge.
Computers & Education, 71, 237-246. Retrieved 17 July, 2016, from: http://
www.sciencedirect.com.ezproxy.library.ubc.ca/science/article/pii/S0360131513002935.
help children overcome difficulties learning connections between sounds and letters,
spoken and written syllables, and spoken and written words. The study focuses on first
environments under parental supervision. Researchers found children used the game
less than expected, the positive impact of the reward system disappeared relatively
quickly, and despite an adaptable level of challenge, no significant effect was found on
engagement.
Saleh, N., Prakash, E., & Manton, R. (2014). Factors affecting the acceptance of game-based
While implementation of gaming in the classroom faces barriers such as time/ effort to
content, technical expertise and cost, there are still many benefits. Theses include an
increase in student motivation and autonomy, provision of tools for creative products,
(meaningful experience, connection to the world); architecture (design of the game and
and interactivity.
A Context for Cognitive Development. New Directions for Children and Adolescent
onlinelibrary.wiley.com.ezproxy.library.ubc.ca/doi/10.1002/cad.20027/epdf.
LITERATURE REVIEW AND ANNOTATED BIBLIOGRAPHY
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recreational games. Games require significant player time and attention, adapt to
players ability levels, and allow for individual study. From an educators perspective,
games can support curricular content and provide unique learning opportunities. Game
motivations are identified as social, emotional and intellectual/expressive, and vary with
age and development. Because parents have greater influence on younger children,
they can successfully encourage children to use educational rather than recreational
games. With cognitive development, comes a shift in genre preference and educational
Shifting minds: A 21st century vision of public education for Canada. (2012). Retrieved 8 July,
Revised.pdf.
Canadians for 21st Century Learning and Innovation (C21) is a non-profit organization
21st century models of education in Canada. This policy document focuses on the
primary competencies they identify as being necessary in the contemporary and future
integrated nature of 21st century teaching and learning. This document provides a
Tromba, P. (2013). Build engagement and knowledge one block at a time with Minecraft.
Learning and Leading with Technology, 40(8), 20-23. Retrieved 17 July, 2016, from:
http://files.eric.ed.gov/fulltext/EJ1015174.pdf.
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Peter Trombas article explores the educational potential of the well-known game,
Minecraft. A Minecraft pilot class was created for eighth grade students at Munroe
Middle School in Eugene, Oregon, U.S.A. where Tromba was principal. Students
thinking, problem solving, and decision making as they completed teacher-assigned and
medieval castles, and even the town in The Outsiders. Many improvements, including
an increase in consistent attendance and confidence were noted over the course of the
study.
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., . . . Yukhymenko, M. (2012,
March). Our princess is in another castle: A review of trends in serious gaming for
10.3102/0034654312436980.
Originating from the University of Connecticut, this paper examines educational gaming
through a critical lens, identifying challenges with the approach. They highlight science
and mathematics as disciplines of particular concern, and break their overall findings into
role and value of educational gaming, as the challenges are important to address in
ensuring that students receive the most effective education. The authors do not view
gaming as an impossibility in the classroom, but rather identify improvements that could
bring gaming to a point where it would enhance and improve learning, rather than simply
occupy time, provide an alternative means to accomplish the same outcome, or miss
outcomes entirely.
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Zichermann, G. (2011, June). Gabe Zichermann: How games make kids smarter [Video file].
https://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter
In his Ted Talk, Gabe Zimmermann discusses how Generation Gs primary form of
entertainment is video games. This will continue to reshape our worlds industries
through gamification; where more innovations will have elements of gaming embedded.
Unless our generation accepts this new immersive and collaborative ideology, we will
soon be out of touch. But all is not lost! Gaming comes with benefits such as the ability
creative thinking, hard learning, networking), encourage continuous and lifelong learning,
promoting intrinsic motivation through the dopamine loop, and making learning