My own path into gameful approaches to education started years ago in South Korea, before I knew the terminology or the research. I was teaching at a private academy where middle school students were in class until 10pm, after a full day of school. And, as you can imagine, engagement with the learning material was challenging.
My first experiment was a co-created classroom management system called the Wheel of Misfortune. Looking back, now that I have more knowledge about pedagogy, it worked because it made expectations clear and gave students a sense of agency. Later, when I landed a job with more creative freedom, those ideas grew into narrative-driven experiential activities that connected games to learning outcomes. That winding route eventually led me into instructional design and technology and a PhD focused on digital games for education and wellbeing.
That's the lens I brought to this issue of The Connected Professor. Try something different and see what happens when learning becomes something students do, not something that merely happens to them.


