6. GBL is the use of games (analog or digital)
in teaching a subject matter.
The idea is to get students
to play with already made games
to fulfill a learning objectives.
7. “This shouldn’t be construed as a claim that
“everything is a game.” Games are a particular
manifestation of play, not its totality. They
happen to be a good starting point for an
investigation of play because the formality of
their rules makes the machinery of play easier to
observe and analyse” Upton, 2015
Gamification ranging from simple point badges and leaderboards in four square and linked in to something which is more intricsic in fitbit, zombierun and Foldit – crowd science- solving scientific problems using game-based approaches… Gamification is about designing and harnesing from experience. Experience is as if not more important than knowledge itself. It's the relatedness (RAMP). PERMA
The crossings between gamification and pervasive gaming
1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.
. Ludus Latin it doesn't differentiate learning from playing and when we play when we were child everything so hybrid we interact with my environment we learn through making mistakes and we try again and this is what we should do