Last week, we had an awesome virtual class on how to implement an effective gamification strategy within a corporate learning environment! Here is the recording and slideshare.
In class, we briefly touched on some learning theories and research related to constructivism and the effective use of technology, games and gamification within the overall learning environment. I’ve been reading a lot of articles recently that relate to constructivism, and some of our attendees were interested in receiving a list of those resources. Below are a few reading suggestions.
I’ll create more recommended reading lists, so follow me if this sort of thing is useful to you. The next blog posts will probably be devoted to virtual and augmented reality resources. (If you haven’t checked out the crazy cool VR features in Adobe Captivate 2019, please take a look!) I will also post my own summaries of select articles over the next few weeks.
Please add your own suggested reading articles in the comments section!
Here are three introductory level readings that are great as starters:
- Chapter 1: “Learning: From Speculation to Science,” from How People Learn: Brain, Mind, Experience, and School, by Bransford, Brown, and Cocking.
A great explanation of what constructivism is, what helps us learn, and what learning truly is.
- Chapter 1: “Introduction: The New Science of Learning,” from The Cambridge Handbook of the Learning Sciences (2nd ed.), by Sawyer.
An in-depth look at the learning process from beginning to end, including how to use educational technology (and how not to use it), and the importance of social learning and collaboration.
- Chapter 1: “Introduction to Emerging Technologies for the Classroom: A Learning Sciences Perspective,” from Emerging Technologies for the Classroom, by Mouza & Lavigne.
An overview of the types of educational technology available for use in the learning environment, as well as a historical perspective of how that technology has evolved.
I just finished working my way through the below articles, many of which are referenced by the above chapters, and cross-referenced amongst each other:
- Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87, 104–111. Google Scholar
- Shuler, C. (2009). Pockets of potential: Using mobile technologies to promote children’s learning. New York, NY: The Joan Ganz Cooney Center at Sesame Workshop. Google Scholar
- Thomas, M., & Brown, J. S. (2011). A new culture of learning: Cultivating the imagination for a world of constant change. Lexington, KY: CreateSpace. Google Scholar
- Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16–30. Google Scholar
- Vavoula, G., Sharples, M., Lonsdale, P., Rudman, P., & Meek, J. (2007). Learning bridges: Mobile technologies in education. Educational Technology, 47(3), 33–37. Google Scholar
More articles and article summaries coming soon. Please follow my posts if you’d like to see more!