I am currently running a foundation Business Information Systems course using a blend of TBL and Gamification. We're only 3 weeks into semester and it is definitely an "alpha release" version, which the students understand, and seem to be running with, despite the majority NOT being gamers in their private lives. 300+ first semester, first year students divided into 3 interactive seminars in a team-design computer lab (8-at-a-table, 144-seater). So far, so good. I am also currently engaged in writing a theoretical paper about the pedagogy behind the blend of TBL & Gamification to meet current student engagement issues. A praxis based research paper is a little more challenging, since I always have a terrible time researching my own teaching and separating out research rigour and teaching innovation. This time, I have recruited a colleague from Education who is observing and monitoring everything I'm doing, and will apply a fundamentally ethnographic research design including focus groups and interviews with my teaching team and with the students. So I'll have some genuinely rigorous feedback on how Gamification overlaid on TBL works later in the year. Early days yet. In the meantime, if anyone's interested in some of the issues and mechanics for applying it themselves, [1] read Lee Sheldon (2012) The Multiplayer Classroom (Cengage) and [2] watch Portnow, Floyd & Theus (2011) 'Extra Credit': Season 2 Episode 15 'Gamifying Education' http://penny-arcade.com/patv/episode/gamifying-education. and [3] feel free to contact me. Happy to share what I've learned so far. Cate -- Cate Jerram, PhD University of Adelaide Business School 13.57 / Nexus 10 Adelaide SA 5005 Ph: +618 8313 4757 Quoting "Sweet, Michael S" <[log in to unmask]>: > Friends, > > “Gamification” (that is, applying game--‐driven > structures and incentives to learning) is listed as one of the forces on the > horizon that is bound to continue “disrupting” traditional > postsecondary educational formats. > > Is anyone in the TBL community a game-theory ninja? > > Have the linkages between TBL practices and the “serious > gaming” movement been explored? > > FYI, my question was stimulated by this article: > > The Evolving University: Disruptive Change And Institutional Innovation > http://c21u.gatech.edu/sites/default/files/u21/C21U%20Paper%2022012Final.pdf > > -M > > > Michael Sweet, Ph.D. > Director of Instructional Development, Center for Teaching and Learning > MAI 2206 | Mail Stop G2100 | (512) 232-1775 | http://ctl.utexas.edu > > >