If you are looking for some teasers for the book, you've come to the right place!
Here is where I will post comments, explanations, and images for the book as it is developed.
Please note that all materials here are © 2017 Mink Hollow Media with All Rights Reserved
If you have any questions, or special requests, please feel free to ask.
—- watch this space for more —–
So, given that, what's the problem?
Why do things so often go awry? Why do we seem to have so much trouble with our students now? Why do so many of our colleagues complain so much about how their students are unprepared, or lazy, or untrustworthy?
What do YOU think the problem(s) is(are)?
I've decided to split the book into two parts.
Book 1 working title - Gamification 101: An Inquiry Based Journey
~ 150-200 pages; likely retail price: under $30
This book is written as a kind of journal that describes the process I went through while setting up and running a fully gamified course.
It is meant to be both guide for people who want to get a course up and running quickly as well as for those who are still trying to decide if this is something they want to do so they can see what's involved.
Book 2 working title - Gamification: A Practical Guide for the Classroom
will take a more 'structured' approach and will include more in the way of supporting research and theory.
~ 350-400 pages; preferred retail price: under $50
See: Table of Contents
With any luck at all, this book will save you countless hours heading down rabbit holes.
While you might find something wonderful in those rabbit holes, this book will get you started on your path to understanding gamification and ways to avoid some of the pitfalls that might ensnare you.
We often talk about the value of inquiry-based teaching in Education, but how often do we, as educators, apply the same ideas to us and our own work? How often do we actually “walk the talk”?
I’ve been teaching for 40 years now. In that time, I both fell into and willingly headed down a great many rabbit holes.
I suppose that many people begin to take a longer view of their work once they’ve been doing it for as long as I have, and I’m no different. Some years back, in parallel with my going all in with my gamified approach, I began to ask some fairly fundamental “What If” questions. Such as, “What would happen if I DIDN’T have deadlines for the work in my classes?
Some of the answers I found surprised even me.
Here is the current Table of Contents for Gamification 101 (Book 1)
Gamification 101: An Inquiry Based Journey Part 1 - Background
Part 2 - The Journal
Part 3 - End Game
Part 4 - Supplementary Materials