1. Apps or digital resources
1.1. Goosechase
1.2. Flip
1.3. MyClassGame
1.4. Edpuzzle
1.5. Genial.ly
1.6. Thinglink (VR)
2. Preliminary notions
2.1. Definition
2.1.1. Game
2.1.1.1. Positives emotions of a game
2.1.2. Serious Game
2.1.3. Game-based learning
2.1.3.1. Pros and cons
2.1.4. Gamification
2.1.4.1. Pros and cons
3. Types of players
3.1. Killer
3.2. Achiever
3.3. Socializer
3.4. Explorer
3.5. Collaborator
3.6. Immersion seeker
4. Motivation
4.1. Classical Conditioning
4.1.1. Ivan Pavlov
4.1.1.1. learning behaviour
4.2. Law of Effect
4.2.1. Edward Thorndike
4.2.1.1. positive consequences
4.3. Operant Conditioning and Reinforcement
4.3.1. B.F. Skinner
4.3.1.1. Reward Vs Punishment
4.4. Theory of the hierarchy of needs
4.4.1. Abraham Maslow
4.4.1.1. Safety needs, belongingness and love needs, esteem needs and self-auctualization
4.5. Intrinsic/extrinsic motivation
4.5.1. Edward Deci and Richard Ryan
4.6. Attribution Theory of Motivation
4.6.1. Bernard Weiner and Harold Kelley
4.6.1.1. Internal Vs External attributions
4.7. Self-Determination Theory
4.7.1. Autonomy, competence and relatedness
4.7.1.1. Richard Ryan and Edward Deci
4.8. Expectancy-Value Theory
4.8.1. Expectation of success and percieved value
4.8.1.1. Jacquelynne Eccles and Allan Wigfield
4.9. Goal-Orientation Theory
4.9.1. Mastery goals, perfrmance-approach goals, and performance-avoidance goals
4.9.1.1. Carol Dweck and Elliot Deci
4.10. Social-Cognitive Theory of Motivation
4.10.1. Personal, behavioral and environmental factors
4.10.1.1. Albert Bandura
4.11. The Theory of Fun
4.11.1. Raph Koster
4.11.1.1. Key principles
4.11.1.1.1. Challenge, flow, emotion and narrative, social interaction and iteration and refinement
5. Key elements to Game design
5.1. Dynamics
5.2. Mechanics
5.3. Components/Elements
5.4. Points, Badges and Leaderboard
6. Theory of Basic Human values
6.1. Opennes to chance
6.1.1. Self-direction and stimulation
6.1.2. Hedonism, achievement, power
6.1.3. Conformity, tradicion, security
6.1.4. Benevolence, universalism