This section presents a literature review of the three key domains of storification in education, gamification in education, and community building in education, along with a presentation of my own previously conducted classroom studies. 

The research reviewed in this section forms the foundation of my argument that online ESL instructors can efficiently make sound technology choices—both the type of technology to use and how to use it for their specific need—that serve the pedagogical needs of their online classes by answering if the technology can be used to gamify a part of the class experience, storify a part of the class experience, and/or build community in the class.

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