Professional Documents
Culture Documents
Chuck Stowell Book Review
Chuck Stowell Book Review
Chuck Stowell
Numerous educators are aware of the recent focus on games and learning across
education. While many may be familiar with gamification and its uses in the classrooms to
increase student engagement, motivation and learning results, they may not know how to use or
implement it into their classrooms. There has been a renewed focus on digital game-based
learning by many different stakeholders in the past few years but not all schools or teachers have
the means or technical knowledge to implement and effectively use digital games in their
classrooms. Barriers such as the cost of digital game services or technology to use those services
may also prohibit their adoption. What then should educators do?
Game-based learning does not need to be either digital or difficult to implement. At its
core, gamification is about deepening student engagement with educational material, increasing
motivation to learn, and producing improved student learning outcomes. Michael Matera has
taken the pressure off the teacher by creating a step-by-step guide to using and creating
gamification that, by the end, will have teachers utilizing fully gamified lessons and units.
Michael Matera is a nationally known teacher, speaker, and author who was recognized
in 2015 by ASCD as an emerging leader based on his work with gamification and game-based
learning in his 6th grade classroom. He continues to present and promote gamification and game-
based learning on his podcast, WellplayED, as well as through his personal website
mrmatera.com.
In this book there are three parts. The first part Matera begins with an overview of the
theory and background of gamification and its uses. He addresses how and why gamification
increases student learning as well as pointing out how gamification works in the best parts of
games, in particular how they motivate and encourage players to continue to play the game
despite running into challenges. He analyzes and discusses different myths on using,
understanding, and undertaking gamification in the classroom before then offering a counter
argument for those same myths. Matera relates personal stories from peers and parents alike in
how students modified their behaviors and approaches to learning after experiencing
gamification, often going from students for whom school held little interest to ones who were
driven to learn and complete extra projects for points. He advocates for the use of challenges and
choices in conjunction with specific subject content to enhance student engagement to produce
student action and inquiry to go beyond the traditional educational experience. His goal is to
enable any educator, regardless of their background, to be able to understand the nuances of
The second part discusses how Matera used games in his classes and in turn inspired his
students to play and inquire more deeply into their learning beyond the traditional project or
content test. Examples are given of student initiated learning where learning and mastery was
demonstrated in ways not limited to traditional rubrics and tests. He illustrates the use of side
quests and gives tips on having students choose the projects and elements that interested them in
relation to what their content topic was. He explored what elements of classroom games
motivated students and how this motivation occured. Matera continued to use various game
theories to illustrate which game and design elements should be adopted and which ones avoided
The third section is the toolbox for the teacher and provides dozens of examples of games
and different design elements. These elements are all used to give additional ideas to those
interested in gamification to motivate and inspire their students through meaningful play and
innovation. Here, Matera offers all of his experiences and ideas with different games, examples
of subject contents, or design elements for direct insertion or adaptation for any lesson or unit
plan. Using easy to follow instructions, Matera organizes the elements around themes, settings,
characters, and actions to illustrate how to build a game in order to strengthen student
understanding and engagement. He also provides examples of his own and others games and
The strengths of this book are such that anyone can use it to change the way they
approach their classroom and begin to immediately use gamification with their students. The
ease of adaptability with the multitude of variables allows any educator, whether new or veteran,
to approach the content. Regardless of whether their school used digital games or not, Matera
The only limitation of this book is that it was published several years ago so digital
games were not prominent. Though Matera did not address digital games specifically, most of
his ideas could easily be carried over to digital games. This book remains invaluable in how it
approaches the basics of using, building, and applying gamification elements and designs for use
in educational settings. Educators with an interest in gamification or those looking for sparks of
Matera, M. (2015). Explore Like a Pirate: Gamification and Game-Inspired Course Design to
Engage, Enrich, and Elevate Your Learners. Dave Burgess Consulting, Inc.