Following my post on prof Hirumi, his InterPLAY model and experiential learning,
I sent off to learn more on gamification, eLearning and other related topics. I setup an quick and dirty bibliography on the topic and shared it from my RefWorks site.
In addition to what I have posted in my first post on prof. Hirumi, here are the items in it so far in my gamification bibliography:
Annetta, L. A., & Bronack, S. C. (Eds.). (2011). Serious educational game assessment : Practical methods and models for educational games, simulations and virtual worlds. Rotterdam, Netherlands: Sense Publishers.
Anthropy, A. (2012). Rise of the videogame zinesters : How freaks, normals, amateurs, artists, dreamers, dropouts, queers, housewives, and people like you are taking back an art form (Seven Stories Press 1st ed.). New York: Seven Stories Press.
Haythornthwaite, C. A., & Andrews, R. (Eds.). (2011). E-learning theory and practice. Los Angeles: Sage.
Hirumi, A. (Ed.). (2010). Playing games in school : Video games and simulations for primary and secondary classroom instruction (1st ed.). Eugene, Ore: International Society for Technology in Education.
Juwah, C. (Ed.). (2006). Interactions in online education : Implications for theory and practice. London ; New York: Routledge.
Suits, B. (2005). The grasshopper games, life and utopia. Peterborough, Ont.: Broadview Press.
Werbach, K., & Hunter, D. (Eds.). (2012). For the win : How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
I also have another open bibliography on business information literacy.