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RESOURCES for Gamification and mLearning

There were many resources to pull from for this project page. Each resource is listed here. Enjoy!

Adkins,A., (2015, January 28). Majority of U.S. Employees Not Engaged Despite Gains in 2014. Retrieved from http://www.gallup.com/poll/181289/majority-employees-not-engaged-despite-gains-2014.aspx

 

Archambault, L., Wetzel, K., Foulger, T. S., & Kim Williams, M. (2010). Professional development 2.0: Transforming teacher education pedagogy with 21st century tools. Journal of Digital Learning in Teacher Education, 27(1), 4-11.

 

Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice-Hall, Inc.

 

Caulr. (2014, January 15). Mobile learning: Will 2014 really be the year? Retrieved from http://www.trainingzone.co.uk/develop/business/mobile-learning-will-2014-really-be-the-year

 

Ciampa, K. (2014). Learning in a mobile age: an investigation of student motivation. Journal of Computer Assisted Learning, 30(1), 82-96. Retrieved from http://www.nickognenis.net/wp-content/uploads/2014/06/Student-Motivation.pdf

 

Clancy, H. (2014, June 6). Looks like that whole 'gamification' thing is over. Forbes. Retrieved from http://fortune.com/2014/06/06/looks-like-that-whole-gamification-thing-is-over/

 

ComScore Reports January 2015 U.S. Smartphone Subscriber Market Share. (2015, March 4). Retrieved from http://www.comscore.com/Insights/Market-Rankings/comScore-Reports-January-2015-US-Smartphone-Subscriber-Market-Share

 

Deci, E.L., Koester, R., & Ryan, R.M. (2001). Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again. Review of Educational Research, 71(1), 1-27. doi: 10.3102/00346543071001001

 

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness [Abstract]. Proceedings Of The 15Th International Academic Mindtrek Conference On Envisioning Future Media Environments - Mindtrek '11, 9-15. Retrieved from http://dx.doi.org/10.1145/2181037.2181040

 

Douglas, M., Penny, C., Schugar, J., Bolton, D. (2014). Mobile Pedagogy and Perspectives on Teaching and Learning. Information Science Reference, Hershey, PA. ISBN 978-1-4666-4334-5. Retrieved from https://books.google.com/books?hl=en&lr=&id=utyWBQAAQBAJ&oi=fnd&pg=PA1&dq=mobile+learning+AND+Definition&ots=Rrz1lI2Spc&sig=qw8mtbAhHd_bkeJoCwbnRotG9yw#v=onepage&q=mobile%20learning%20AND%20Definition&f=false

 

Gagné, M., & Deci, E. L. (2005). Self-determination theory and work motivation. Journal of Organizational behavior, 26(4), 331-362.

 

Gartner. (2012, October 24). Gartner Reveals Top Predictions for IT Organizations and Users for 2013 and Beyond. Retrieved from http://www.gartner.com/newsroom/id/2211115

 

Gawliu, H. (2015, January 28). Mobile Statistics and What it means for Corporate Training. Retrieved from http://www.litmos.com/blog/mobile-learning/mobile-statistics-means-corporate-training

 

Gikas, J., & Grant, M. M. (2013). Mobile computing devices in higher education: Student perspectives on learning with cellphones, smartphones & social media.The Internet and Higher Education, 19, 18-26. Retrieved from https://www.academia.edu/5793173/Mobile_computing_devices_in_higher_education_Student_perspectives_on_learning_with_cellphones_smartphones_and_social_media

 

Gutierrez, K. (2014, July 24). Mobile Learning: A Designer's Guide to Fighting Learner Distraction [Web log comment]. Retrieved from http://info.shiftelearning.com/blog/bid/351654/Mobile-Learning-A-Designer-s-Guide-to-Fighting-Learner-Distraction.

 

Hamari, J., & Koivisto J. (2014, March 14). Demographic differences in perceived benefits from gamification. Retrieved from http://gamification-research.org/2014/03/demographics/

Ho, M. (2015, May 27). The Mobile Learning Landscape 2015. Retrieved from  https://www.td.org/Publications/Blogs/Learning-Technologies-Blog/2015/05/The-Mobile-Learning-Landscape-2015

 

Hogan, K. E., & Pressley, M. E. (1997). Scaffolding student learning: Instructional approaches and issues. Brookline Books.

 

Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014). NMC Horizon Report: 2014 Higher Education Edition. Austin, Texas: The New Media Consortium Retrieved from http://www.nmc.org/pdf/2014-nmc-horizon-report-he-EN.pdf

 

Kaplan, A. M., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of Social Media. Business horizons, 53(1), 59-68.

 

Kapp, K. (2013, December 10). Thinking about gamification in learning and instruction. [Web log comment]. Retrieved from http://karlkapp.com/thinking-about-gamification-in-learning-and-instruction

 

Kapp, K. (n.d.). The Gamification of mLearning: (Part 3 of 3) by Karl Kapp : Learning Solutions Magazine. (n.d.). Retrieved from http://www.learningsolutionsmag.com/articles/1258/the-gamification-of-mlearning-part-3-of-3

 

Kapp, K. (2014, February 25). 10 Best Practices for Implementing Gamification. Retrieved from https://www.td.org/Publications/Blogs/Learning-Technologies-Blog/2014/02/10-Best-Practices-for-Implementing-Gamification

 

KPMG. (2014). Using gamification to compete for engagement. Retrieved from http://www.kpmg.com/AU/en/IssuesAndInsights/ArticlesPublications/Documents/gamification-competing-for-engagement-2014.pdf

 

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge university press

 

Lehner, F., Nosekabel, H (2002). The role of mobile devices in e-learning – First experience with an e-learning environment. IEEE international workshop on wireless and mobile technologies in education IEEE Computer Society, Los Alamitos, CA (2002) pp. 103–106

 

Lella, A. (2015). Number of Mobile-Only Internet Users Now Exceeds Desktop-Only in the U.S.. comScore. Retrieve from https://www.comscore.com/Insights/Blog/Number-of-Mobile-Only-Internet-Users-Now-Exceeds-Desktop-Only-in-the-U.S.

 

Lévy, P. (2001). Cyberculture (Vol. 4). U of Minnesota Press.

 

Lipsman, A. (2014). Major Mobile Milestones in May: Apps Now Drive Half of All Time Spent on Digital. comScore. Retrieved from http://www.comscore.com/Insights/Blog/Major-Mobile-Milestones-in-May-Apps-Now-Drive-Half-of-All-Time-Spent-on-Digital

 

Lohmiller, J. (2010, October 20).  Business School professor’s study finds video games highly effective training tool. Retrieved from http://business-news.ucdenver.edu/business-school-professors-study-finds-video-games-highly-effective-training-tool/

 

Lowendahl, J. (2015, July 8). Hype Cycle for Education, 2015. Retrieved from https://www.gartner.com/doc/3090218/hype-cycle-education-

 

Lowendahl, J. (2014, July 23). Hype Cycle for Education, 2014. Retrieved from http://www85.homepage.villanova.edu/timothy.ay/TOP3090/hype_cycle_for_education.pdf

 

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: III. Conative and affective process analyses (pp. 223– 253). Hillsdale, NJ: Erlbaum.

 

Meister, J. (2013, September 30).Gamification In Leadership Development: How Companies Use Gaming To Build Their Leader Pipeline. Forbes. Retrieved from http://www.forbes.com/sites/jeannemeister/2013/09/30/gamification-in-leadership-development-how-companies-use-gaming-to-build-their-leader-pipeline/

 

Mekler, E.D., Bruhlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. Proceeding Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications. 66-73. http://0-dx.doi.org.skyline.ucdenver.edu/10.1145/2583008.2583017

Mooney, P., Newell, M. (2015). A Non-Traditional Solution Brings Speed, Cost Effectiveness, and Engagement to Essential Sales Training.  Retrieved from https://www.mlevel.com/case-study-D4.pdf

 

Motiwalla, L. F. (2007). Mobile learning: A framework and evaluation. Computers & Education, 49(3), 581-596.

 

The New Media Consortium. (2015) NMC Horizon Report>2015 Higher Education Edition. Retrieved from  http://cdn.nmc.org/media/2015-nmc-horizon-report-HE-EN.pdf

 

Plass, J. L., Moreno, R., & Brünken, R. (2010). Cognitive load theory. Cambridge University Press.

 

Pedro, L., Lopes, A., Prates, B., Vassileva, J., & Isotani, S. (2015). Does Gamification Work for Boys and Girls? An Exploratory Study with a Virtual Learning Environment. ResearchGate. Paper presented at the ACM Symposium on Applied Computing, Salamanca, Spain. Retrieved from https://www.researchgate.net/publication/271643441_Does_Gamification_Work_for_Boys_and_Girls_An_Exploratory_Study_with_a_Virtual_Learning_Environment

 

Rampoldi-Hnilo, L., & Snyder, M. (2013). The Business Love Triangle- Smartphones, Gamification, and Social Collaboration. Human-Computer Interaction. Applications and Services, 8005, 309-315. doi: 10.1007/978-3-642-39262-7_35

 

Reeve, J., & Deci, E.L. (1996). Elements of the Competitive Situation That Affect Intrinsic Motivation. Self Determination Theory. Retrieved from https://selfdeterminationtheory.org/SDT/documents/1996_ReeveDeci.pdf

Reiser, B. J. (2004). Scaffolding complex learning: The mechanisms of structuring and problematizing student work. The Journal of the Learning Sciences, 13(3), 273-304.

 

Roberts, B. (2014, May 1). Gamification: Win, Lose or Draw for HR? Society for Human Resource Management, 59(9). Retrieved from http://www.shrm.org/publications/hrmagazine/editorialcontent/2014/0514/pages/0514-gamification.aspx

 

Shuler, C. (2009). Pockets of potential: Using mobile technologies to promote children's learning.

Slatalla, M. (2000, March 9). ONLINE SHOPPER; Clicks, Not Licks, as Green Stamps Go Digital. The New York Times. Retrieved from http://www.nytimes.com/2000/03/09/technology/online-shopper-clicks-not-licks-as-green-stamps-go-digital.html?pagewanted=all

 

Starr, B., Goodman, J. (2014). Casual Learning: Emerging Market Segment Portends Focus on Learning Engagement and Velocity. Industry From the Starr Conspiracy Intelligence Unit, The Starr Conspiracy Intelligence Unit, Fort Worth, TX. Retrieved from  http://cdn2.hubspot.net/hub/366848/file-1935772174-pdf/TSCIU-Industry_Bulletin-Casual_Learning.pdf?t=1445528377922

 

Tan, G. W. H., Ooi, K. B., Leong, L. Y., & Lin, B. (2014). Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-Neural Networks approach. Computers in Human Behavior, 36, 198-213. Retrieved from http://0-www.sciencedirect.com.skyline.ucdenver.edu/science/article/pii/S0747563214001745

 

Turner, J. C. (1995). The influence of classroom contexts on young children’s motivation for literacy. Reading Research Quarterly, 30, 410–441.

 

UNESCO (unknown date). Mobile Learning. ICT in Education  Retrieved from http://www.unesco.org/new/en/unesco/themes/icts/m4ed/


Wroten, C. (2014, January 16). Gamification Meets Mobile Learning: 4 Best Practices. Retrieved from http://elearningindustry.com/gamification-meets-mobile-learning-4-best-practices.

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