Elizabeth Corcoran
Gabe Zichermann
http://www.rexbox.co.uk/epicwin/ http://gamify.com/
SebastianDeterding
bibliografiaKoster, R. A theory of fun. Paraglyph Press, 2005.McGonigal, J. Reality is Broken: Why games make us better and how they can change the world. Penguin Press, New York, 2011.Schell, J. The art of game design: A book of lenses.Morgan Kaufmann, 2008.HUIZINGA, J. Homo Ludens: o jogo como elemento da cultura. 2. ed. Tradução João Paulo Monteiro. São Paulo: Perspectiva, 1990.MATTAR, João. Games em educação: como os nativos digitais aprendem. São Paulo:Pearson Prentice Hall, 2010.http://www.slideshare.net/dings/just-add-points-what-ux-can-and-cannot-learn-from-gameshttp://www.slideshare.net/amyjokim/fun-in-functional-2009-presentationCsikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper Perennial.McGonigal,Jane.2008.Engagement Economy: Thefuture of massively scaled collaboration and participation. Institute for the Future. http://www.iftf.org/node/2306

Inovação na educação

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  • 10.
  • 12.
  • 15.
  • 23.
    bibliografiaKoster, R. Atheory of fun. Paraglyph Press, 2005.McGonigal, J. Reality is Broken: Why games make us better and how they can change the world. Penguin Press, New York, 2011.Schell, J. The art of game design: A book of lenses.Morgan Kaufmann, 2008.HUIZINGA, J. Homo Ludens: o jogo como elemento da cultura. 2. ed. Tradução João Paulo Monteiro. São Paulo: Perspectiva, 1990.MATTAR, João. Games em educação: como os nativos digitais aprendem. São Paulo:Pearson Prentice Hall, 2010.http://www.slideshare.net/dings/just-add-points-what-ux-can-and-cannot-learn-from-gameshttp://www.slideshare.net/amyjokim/fun-in-functional-2009-presentationCsikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper Perennial.McGonigal,Jane.2008.Engagement Economy: Thefuture of massively scaled collaboration and participation. Institute for the Future. http://www.iftf.org/node/2306