Internet Learning Volume 4, Number 2, Fall 2015 | Page 103

Internet Learning Ryan, R., & Deci, E. L. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of selfdetermination research, 3-33. Salen Tekinbas, K. & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press. Schell, J. (2014). The Art of game design: a Book of lenses (2nd ed.). Boca Raton, FL: CRC Press. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14- 31. Smith, A.-L., & Baker, L. (2011). Getting a clue: creating student detectives and dragon slayers in your library. Reference Services Review, 39(4), 628-642. Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. Paper presented at the Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work. Definitions 1. Gamification: the use of game-design elements (e.g. badges, turns, goals, challenges, playtesting) in non-game contexts (e.g. education, marketing, exercise, innovation) 2. Game design elements: the components and mechanics of games, as well as the principles, models, and methods of game design. Examples include: badges, turns, goals, challenges, and playtesting 3. Gamification design model: three essential elements of a gamified system: a user, a set of game design elements, and a task. The model also includes the relationships between these elements: motivation, meaning, and valuation 4. Game elements: the components and mechanics of games, such as points, badges, turns, and limited resources 5. Generation Z: That segment of the population born between 1990 and early 2000s. Wilson, D. (2015). Engagement vs. valuation: two levels of gamification effectiveness, a design model [Unpublished doctoral dissertation]. Colorado Technical University, Colorado Springs, Colorado. Witt, M., Scheiner, C., & Robra-Bissantz, S. (2011). Gamification of online idea competitions: Insights from an explorative case. Informatik schafft Communities, 192. Zhang, P. (2008). Technical opinion Motivational affordances: reasons for ICT design and use. Communications of the ACM, 51(11), 145-147. 102