Michael Sutton is a researcher based in Phoenix, United States of America. As an Edupreneur, he applies gamification, serious gaming, ed-tech (wikis and blogs), experiential/ active learning, and simulations within his workshops and courses to motivate ENGAGEMENT, INNOVATION, CREATIVITY, RETENTION, ENTREPRENEURSHIP, and PERFORMANCE IMPROVEMENTS. He is finishing a book on Game-Based Learning (GBL) entitled Emotify!: The Power of the Human Element in Game-Based Learning, Serious Games and Experiential Education. He has never subscribed to the "sage on the stage" paradigm in higher education or Learning, Training, and Development (LTD). He has demonstrated success in the delivery of facilitated educational experiences, working as the "guide on the side." He works to create reflective educational practices to stimulate personal and professional development.
The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and approaches relating to organizational learning and the knowledge-based economy. The paper also provides more details and definitions of various issues around gamification