HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?

As the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to “redpill” readers into...

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Bibliographic Details
Published in:Digital Culture & Education
Main Authors: James York, Jonathan deHaan, Mark Childs, Michael Collins
Format: Article
Language:English
Published: Digital Culture & Education (DCE) 2022-06-01
Subjects:
Online Access:https://www.digitalcultureandeducation.com/volume-143-papers/how-is-gamification-like-being-trapped-in-the-matrix-and-what-is-the-real-world-of-game-based-learning