Please, enjoy a few resources to introduce gamification through peer-reviewed articles and free books.
Fuchs, M. (2014). Predigital Precursors of Gamification. In M. Fuchs, S. Fizek, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification. Lüneburg: Meson Press. Retrieved from
Gasiewski, J. A., Eagan, M. K., Garcia, G. A., Hurtado, S., & Chang, M. J. (2012) From gatekeeping to engagement: A multicontextual, mixed method study of student academic engagement in introductory STEM courses. Research in higher Education, 53, 229-261. From Gatekeeping to Engagement: A Multicontextual, Mixed Method Study of Student Academic Engagement in Introductory STE…
Brame, C., (2016). Active learning. Vanderbilt University Center for Teaching. Retrieved [todaysdate] from https://cft.vanderbilt.edu/active-learning/.
Granic, Isabela, Adam Lobel, and Rutger CME Engels. "The benefits of playing video games." American Psychologist 69.1 (2014): 66.