Basuki, Woro, et al. Enhancing Student Engagement through a Gamified Learning Environment. Sustainability, vols. 19, no.15, 2023 , 14119, https://www.mdpi.com/2071-1050/15/19/14119, 18 May 2025
- This article explores how gamified environments, like using game elements in the classroom, can boost student engagement and motivation. It shows that game-based learning makes students more active participants, especially when tied to digital platforms.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Vol. 46, Palgrave Macmillan, 2004. https://doi.org/10.1108/et.2004.00446dae.002.
- Gee argues that video games can teach valuable literacy and problem-solving skills by immersing players in complex systems and encouraging trail-and-error learning. His book helped lay the foundation for thinking about games as serious tools for education.
How Video Games Can Level Up the Way You Learn. Perf. Alexander, Kris. TEDxToronto. 2021. https://www.ted.com/talks/kris_alexander_how_video_games_can_level_up_the_way_you_learn. 27 May 2025.
- In his TED Talk, Alexander explains how video games combine storytelling, design, and emotion to create powerful learning experiences. He emphasizes that the same elements that make games engaging can also be used to make learning more dynamic and effective.
Kapp, K. M. . Gamification in Education: Game Based Learning Environments. Learning, Education & Games, 3, 57-74, 2016 https://www.karlkapp.com
- Kapp breaks down the theory behind gamification and explains how using game mechanics like points and challenges can enhance learning outcomes. He makes the case that educational games need clear goals, feedback, and meaningful choices to be effective.
Kaylor, Stefanie. Dungeons & Dragons and Literacy: The Role Tabletop Role-Playing Games Play in Developing the Reading Interests and Literacy Skills of High School Students. University of Northern Iowa Scholarworks, 2014. https://scholarworks.uni.edu.
- Kaylor's study shows how playing Dungeons & Dragons can support literacy development in high school students, especially in reading and storytelling. The research suggests that collaborative role-play encourages creative thinking and deeper engagement with text.
Magerko, Brian. Games and Education. Ed. Marie-Laure Ryan. 2014. https://search.credoreference.com/articles/Om9vaOFydJbg6UNDYwMzEzQai1d=012912.
- Magerko discusses the intersection of games and education, emphasizing how interactive narratives can be used as educational tools. His work looks at how games create learning environments where students experiment, explore and reflect through play.
McGonigal, J. Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press, 2011, https://www.penguinrandomhouse.com
- McGonigal believes games can make us better people by teaching resilience, collaboration, and creative problem-solving. Her book explores how game mechanics can be used not just in classrooms, but to improve real-life challenges and motivation.
Stubbs, Richard, and Nikolas Sorensen. Tabletop Role-Playing Games and Social and Emotional Learning: Research, Practice, and Polocy, vol. 5, 2025, https://www.sciencedirect.com/science/article/pii/S2773233925000142.
- This article focuses on how TTRPGs help develop social and emotional learning skills like empathy, communication, and teamwork. The authors argue that role-playing games give students a low-risk way to practice navigating complex social situations.
Torres-Rodriguez, Fabio Adrian, and Liliana Martinez-Granada, Speaking in Worlds of Adventure: Tabletop Roleplaying Games within the EFL Classroom, vol. 29, HOW, 2022. https://www.howjournalcolombia.org/index.php/how/article/view/653.
- Their research looks at how tabletop RPGs can be used in EFL (English as a Foreign Language) classrooms to improve speaking and vocabulary skills. It highlights how role-playing helps students use English more confidently and naturally.
Whitton, Nicola. Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. Routledge, 2010. https://www.routledge.com/Learning-with-Digital-Games-A-Practical-Guide-to-Engaging-Students-in-Higher-Education/Whitton/p/book/9780415997751.
- Whitton's book explores how digital games can be designed to support deeper learning in higher education settings. She emphasizes the importance of fun, challenge, and reflection in game-based learning models.
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