I wanted to get the rest of The Gamification of Learning and Instruction finished before my proper comps prep begins, and so I dove into the latter seven chapters. And was thoroughly disappointed. The text started to get very obtuse in its theory, and tended to trend
- to discussing gamification of learning predominantly in a corporate context
- discussing gamification of learning using digital platforms
In addition, there is a truly abysmal chapter about the appeal of gaming written by a high school senior, which has major takeaways that can be best summed up as "Gaming is more fun than school because school is boring". Really just banal.
The last few chapters delve into the theory of project design and completion, using such wonderfully corporate ideas such as ADDIE (Analysis, Design, Development, Implementation, Analysis) and scrumming (essentially a decentralized distribution of labor in multiple bouts (sprints) of deadlines and reiterated processes. Neat ideas, but presented in a way that suggests the book is really oriented solely for corporate environs with large task forces. For my own work, I may be part of several work groups, but most of those work groups consist solely of myself and a single person unique to each work group. There are also discussions of components of learning and knowledge which are at their core relatively useful, but rapidly become bogged down in very specific goalsets and orientations that I find useless.
So, having "finished" the book, I must say I REALLY enjoyed the first three chapters, but that is somewhat damning praise when the book has fourteen chapters in total. Revisiting my first day, I can find all sorts of very useful takeaways, but in this second round of reading I must say it was somewhat disappointing.
But of course, I have an abundance of reading to do in the coming weeks that expands further on this content (courtesy of Hazel), and an abundance of other readings, to rotate between for proper distribution of practice.
Finally, in what from my perspective as a novice game designer is such utterly beginner insight, the book does recommend strongly that you prototype and playtest your games as quickly as possible. Which I don't need a book to tell me. I'll have to hunt down pdfs of the first three chapters though, as they are, in many ways, essential reading.