There's Power in Teaching

31: The potential for hard fun with gamified learning


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Host: Kathleen Vail
Guest: John Hendron

In our third and final episode dedicated to the topic of gamification, John Hendron chats with Kathleen Vail on the potential for hard fun in our pursuit of learner engagement with gamification. We explore user stories, the unique needs of adult learners, and share examples of how others are using gamification in fields both inclusive and exclusive of education and learning.

Finally, John discusses the genesis of the Playful Learning Designer, an attempt to use an AI tool to provide coaching for teachers interested in exploring how gamification can be embedded into instructional design. Interaction with the GPT begins with articulating your learners, their age, and the standards or instructional goals you have.

Resources:

  • Breuer, H., Bessant, J., & Gudiksen, S. (2022). Gamification for innovators and entrepreneurs. Berlin: Degruyter. Available via http://www.degruyter.com/
  • Dirksen, J. (2016). Design for how people learn (2nd ed.) San Francisco: New Riders.
  • Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
  • Kim, A.J. (2018). Game thinking: Innovate smarter and drive deep engagement with design techniques from hit games. Accessed via http://gamethinking.io
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
  • Schell, J. (2020). The art of game design: A book of lenses (3rd ed.). Boca Raton: CRC Press.

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There's Power in TeachingBy PDK International