CFR: Gamification and Learning

Jamie Henthorn's picture

The MediaCommons Front Page Collective is looking for responses to the survey question: How does the application and research of gamification affect learning?

As games studies increases at many institutions of higher learning, the concept of gamification and its applications continues to grow. Gamification applies to classrooms, conferences, mobile apps, websites and television watching. Elements of gamification are argued to make work more collaborative and competitive and gamification also often hopes to attract gamers to other media. This month we will look at how gamification is being studied and what we can expect as far as application.

Responses may include but are not limited to:

  • Gamifying a classroom
  • Gamifying a conference or conference presentation
  • The study of gamification in media studies
  • Metacommentary on gamification

Responses are 400-600 words and typically focus on introducing an idea for larger discussion, with the idea that interested individuals will read responses daily. Proposals may be brief (a few sentences) and should state your topic and approach. Submit proposals and questions to mediacommons.odu@gmail.com by August 10 to be considered for inclusion into this project.

In case you are unfamiliar with MediaCommons, we are an experimental project created in 2006 by Drs. Kathleen Fitzpatrick and Avi Santo, seeking to envision how a born-digital scholarly press might re-conceptualize both the processes and end-products of scholarship. MediaCommons was initially developed in collaboration with the Institute for the Future of the Book through a grant from the MacArthur Foundation and is currently supported by New York University’s Digital Library Technology Services through funding from the Andrew W. Mellon Foundation and the National Endowment for the Humanities.