Jump to ratings and reviews
Rate this book

Explore Like a Pirate: Engage, Enrich, and Elevate Your Learners with Gamification and Game-inspired Course Design

Rate this book
Are you ready to transform your classroom into an experiential world that flourishes on collaboration and creativity? Then set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning. In EXPLORE LIKE A PIRATE, Matera serves as your experienced guide to help you apply the most motivational techniques of gameplay to your classroom using strategies that work with and enhance (rather than replace) your current curriculum. Part I debunks common myths and fears about gamification and explains why and how game-based learning effectively engages students in any subject or grade level. Part II focuses on how you can empower students to take control of their learning. You’ll also learn all about the different kinds of players in your classroom—and how to inspire them to set and achieve big goals. Part III is an all-in-one treasure chest, tool box, and field guide. Packed with ideas and examples that can be applied or adapted to any classroom—from badges and points, to mini-games and yearlong adventures—this is a resource you’ll return to again and again. Join the adventure with EXPLORE LIKE A PIRATE and discover how gamification can enrich your classroom!

256 pages, Kindle Edition

Published December 12, 2015

106 people are currently reading
318 people want to read

About the author

Michael Matera

3 books7 followers

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
136 (44%)
4 stars
110 (35%)
3 stars
52 (16%)
2 stars
6 (1%)
1 star
2 (<1%)
Displaying 1 - 30 of 44 reviews
Profile Image for Cindy Newton.
784 reviews147 followers
September 5, 2016
I saw Michael Matera speak at a professional development training I attended, and he was very inspiring. I bought the book, his tools, and the concept. The end result is: I'm rolling the gamification out in my classroom tomorrow! I'm excited and hopeful, but it is very much an experiment. Since I am not teaching any upper level classes this year, it means that I have a higher percentage of "unmotivated" students. I'm hoping this will provide a dimension to the class that will motivate and engage them.

There are two other teachers who are jumping off this cliff with me. We found a website that helps you organize and keep track of the gamification of the classroom for free, so we are utilizing that this year so that we don't feel too overwhelmed at the beginning. Even using this tool, Matera's book is a fount of information about different activities, powers, rewards, and strategies for implementing the gaming concept into your curriculum. For those teachers who are interested in turning your students' obsession with video games and technology to your advantage, I definitely recommend this book!
Profile Image for Sasha Vaniev.
116 reviews6 followers
February 21, 2019
This book contains a wonderful toolbox from the world of board games, video games and pretty much any games we used to play in childhood but applied for formal education setting. When I was reading the book, it made me recall the serene moments of my adolescence when I was playing old consoles and then online games on PC, so I could explain myself how the badges and levels system work.

One cool thing about a set of guidelines and examples described by Michael Matera is that the game design is applicable to other educational contexts (further education, professional development, corporate training, etc).

Something that I could not find an answer in this book and thus, for me it is still a mystery: how to gamify those subjects which (a) promote critical thinking, (b) have no right or wrong answers, and (c) where the content can be interpreted differently, e.g. philosophy, psychology, life skills? Most of the cases described in the book contain rather a rewarding system based on school curriculum strongly tied to the secondary education agenda with its further assessments.

I guess, the main idea of the book can be summarised in the next manifesto:
Think of the treasures of experiences and life lessons that are possible when students are allowed to dream, to create, to flounder, to rise above mediocrity, and to build upon the knowledge and skills they have yet to discover in one another—and themselves.


Indeed, regardless of the educational context, by giving more ownership to the students, teachers and educators can empower, inspire and fosters students to be more self-directed in their learning. This way, the students are capable to make any learning interesting and engaging and further become lifelong learners.

I would recommend this book to any school teachers, adult educators, trainers or anyone who would like to stop mediocrity in the classroom, create memorable, engaging and finally FUN activities with learners.

The next training programme I organise, I will definitely refer back to this book to try out some elements of gamification.
Profile Image for Quinn Rollins.
Author 3 books50 followers
February 8, 2016
I'm a teacher. And a pretty good one. But if I could place my own sons in any teacher's class, I'd choose Michael Matera's. ...and I don't say that about every teacher. I saw him present at a national conference a few years ago, and was blown away by what he was teaching us -- the idea of gamification. A relatively new term for what the best teachers have been doing for some time, it's applying principles of game play to your classroom. That doesn't mean every day is a game, it means there are elements of game play. Like changing the setting of your class to Medieval times, where students could earn XP, could level up, could earn badges and titles.

In Matera's new book Explore Like a Pirate, he takes those same ideas and lays them out so that any teacher could do it. Maybe just for a unit, maybe a semester, maybe for the whole school year. The book is laid out so that the initial myths about gamification get out of your head. I had a lot of them. Like "I'm not a gamer, therefore I can't teach that way." Because I'm not. But I see how these ideas motivate kids. What Matera offers is the expertise and the guidance to help teachers gamify their classes. Besides being well-written, there are dozens of ideas that will transform any classroom, any grade level, any content area. Let's say "gamifying" your entire class is more than you can take on right now (and let's face it, teachers have enough on their plate), but you're looking for a few ideas you can implement next week. The last fifty pages of the book are rapid-fire ideas (not full lesson plans) for assessment and activities and assignments that are more engaging than the traditional fill-in-the-blank worksheets, but still help students learn and can be used to measure their growth. It might be something that takes only minutes, but you'll see how the kids are engaged and excited. Using Michael Matera's ideas in that class will make it a highlight for your students' day.

If you're looking to engage, enrich, and elevate your students, this is what you need.
Profile Image for Emily Cottle.
611 reviews7 followers
March 7, 2020
I got some great stuff out of this book--I think I have a solid plan for how to implement gamification into my middle school science classroom. BUT...it was a bit of a challenge to get there. The book is written like an in depth 200 page manual for how to play the game of his class. It's similar to a D&D manual, so...pretty complicated. If I hadn't talked to a teacher who had done gamification already, I think I'd have been totally lost.

Here's my stripped down plan:
1. Make kids' grades based on assessments (formative and summative); everything else goes toward XP. I'll give them completion points, but instead of going into a gradebook, it will go into XP.
2. Once they reach a certain amount of XP, they "level up." Each level has certain prizes assigned to it that they can choose from (listen to music while you work, wear your hat in class, etc).
3. Offer side quests (much like extra credit) that would give them more XP.
4. Put them into quarter-long groups that will sometimes have to work together for challenges.

The book is still worth reading. I especially liked the extensive list of games at the end, which you can modify for any curriculum. He is obviously super creative, and I liked all of his themed stuff, but as a non-gamer, it was a bit much for me.
Profile Image for Kaeleigh.
259 reviews2 followers
August 21, 2018
If you are even remotely interested in gamifying your classroom, or simply adding in a few elements of gamification, this book is an excellent resource.
Profile Image for Tyler Hollinger.
4 reviews
May 11, 2016
I was eager to start reading this book because I have a fascination with the role of gaming in education. I believe that formative instructional (assessment) practices are at the heart of quality teaching. These practices include clear goals/targets, evidence of learning/progress, immediate and specific feedback, and ownership on the part of the student. In thinking about video gaming, these are the very things that grip players and keep them playing.

It was my hope that in this book, the author would really illustrate the parallels of gaming and quality instruction. Instead, I felt like I was provided with a list of gimmicks and tricks to cycle through in an effort to maintain student interest. I fear that these practices add to the treadmill chase of capturing student attention and miss the role of quality, authentic, high-interest inquiry-based learning experiences. To me, these are the things that capture students and add meaning to learning, not the badges, items, leaderboards, etc. that are promoted by this book.

In the end, I will take a couple tools from this book as I explore gaming as a piece of engaging my students in rich tasks, but overall, I fear the author missed the boat when it comes to the big picture of gaming in education.
Profile Image for Judi.
443 reviews
July 16, 2016
I can't say enough great things about this book. If you are looking to "gamify" your class, this is the book to buy. It comes with a wealth of ideas, which can be somewhat overwhelming, so I will need to refer back to it many times.
Profile Image for Fiona.
770 reviews1 follower
April 25, 2018
There was some good information in this book but there was something missing for me.

This is a book for educators to instil enthusiasm and motivation into their classrooms. The idea is to use gaming techniques into course content. it´s a great idea, but how to do it. This book attempts to explain how. the author is a 6th grade world history teacher and uses his classroom as an example of different games used throughout the year. Just like online games or board games, there is a route to take (that´s where I started to have problems) and mini games with items to trade and badges to win. Some of the mini games are optional like extra credit but instead of extra grades, they earn items and badges. All the games are content related so the students are learning.

As I said, I didn´t fully understand "the route" a player (student) takes. At first I thought it wasthe different units/chapters of the lessons. But a player/student can take different routes, so what does this mean? There were no detailed examples that I remember reading about.

I did like the different games that can be used for test reviews. Also there were some good filler activities and team building games. I liked the detail of some of the mini games as well. It would definitely utilize the students´ creativity. However, I don´t know how these mini games could be used in a math class. I guess I´m not that creative.

Good ideas but i would have liked to see more varied examples.

Profile Image for Laura Park.
1 review8 followers
February 27, 2018
Wow! This book was incredible. I loved the way the author made the class most exciting, motivating, and student-centered! The students went above and beyond their required assignments because gamification was so motivating to them to go in deeper into their learning. I wish to apply some of the gamification aspects in my 2nd grade classroom also and make my students eager to learn. The author describes all components of his gamification in detail for teachers to adapt into their own classroom. Two thumbs up!
Profile Image for Maria.
258 reviews
June 22, 2018
If you are going to gamify a course or a unit, this your Bible. This book not only gives you the theoretical background information but also walks you through creating your own gamified course.

If you are not going to gamify your course, there are some hidden treasures in student motivation, brain breaks, and game ideas to add to any course.

I wish it had more on missteps in his own process... Makes it seem like everything worked seamlessly and that makes me feel daunted.
Profile Image for crashqueen73.
1,263 reviews12 followers
November 8, 2020
Well worth the read. Have read it twice now and each time I come away a little bit closer to being ready to incorporate gamification into my classroom. So far I have only tried bits and pieces and while I love the concept the actual implementation hasn’t quite happened yet. So I shall keep it in my shelf for another read, probably sooner rather than later.

If you are looking to find out about gamification in the classroom I would definitely recommend this book as a solid place to start.
53 reviews2 followers
August 30, 2017
I actually haven't finished the book yet. I have been reading it for awhile. I think it could be a fantastic resource for teachers who want to transform his/ her classroom and gamify it. I just don't think that I am ready to make that leap just yet. Maybe not my cup of tea but for others could be a complete game- changer. I 'll go back and finish reading at some point.
492 reviews1 follower
January 31, 2018
Great resource if you are considering introducing gaming theory to your classroom. I love how he has laid out a very clear philosophy for gamification and it is solidly rooted in learning. I have done a basic level of gamification and looking to level up myself. Matera gives practical suggestions and explanations.
Profile Image for Doris Herrmann.
94 reviews7 followers
June 26, 2018
I really appreciate Matera's thoughts on Gamification. The book is filled with ideas and steps to help you achieve a level of gaming in your classroom to fit your comfort zone. This book is for those who are willing to shake up their classroom with a little gamification as well as those who want to jump in and gamify their entire year.

2 reviews
July 22, 2018
Fantastic!

I was looking for a new approach to engage my students and this book was perfect! Michael Matera explicitly lays out the groundwork for you to plan and create a game-infused classroom that will energize your curriculum and engage your students. What a fresh idea. I can’t wait to start planning my game!
3 reviews
July 10, 2018
The last section of this book is the most helpful. There are examples of games that can be used in the classroom. However, while the rest of the book was interesting, there was not enough clarification or examples for how it would look in an actual class subject aside from history.
Profile Image for Logan Streondj.
Author 2 books15 followers
February 7, 2019
The main gist is using game mechanics like dungeon and dragons or MMORPG's but instead of killing stuff for points, it's answering questions. good idea,

Has lots of detailed example of how you can apply this in the classroom.
Profile Image for Abbey Garrett.
2 reviews1 follower
August 8, 2019
Wonderful book! Would be good for teachers with no gaming experience. Matera breaks down gaming theory in an easy to understand way. He also makes a good case for why gamification and game-inspired teaching is useful for schools.
Profile Image for Kevin Koppelmann.
642 reviews1 follower
October 16, 2019
He does have some ideas I plan to use, a lot of the same ideas from Teach Like a Pirate. I still think he is looking at it from teaching 1 subject and would struggle in High School with 3 or more subjects a day.
Profile Image for Kyle O’Keefe.
526 reviews4 followers
July 22, 2020
This is an awesome book to get teachers looking at new ways to engage students. I loved every second of it, and immediately started writing my own game to play with my students this fall. I recommend the whole imprint actually, based on this one and teach like a Pirate. Can’t wait to read more.
Profile Image for Laurie.
321 reviews1 follower
August 9, 2020
I wanted to like this, but it is too much like D&D. I don’t play D&D because I find it confusing...just like this book. If you like role playing games, this is definitely something you can use in your classroom, and it sounds really engaging. I just don’t want to be a DM.
Profile Image for Carmen.
16 reviews
January 12, 2022
This is a must-read for any teacher that wants to gamify their lessons. It takes you through all the designing process, providing great ideas that will help you not to get lost in the way. 100% recommended!
26 reviews
May 6, 2022
I love the idea of a gamification classroom. I might have to do some tinkering with ideas and spend many hours wrapping my head around it, but I think with some time and this book, I can create something amazing for my classroom.
Profile Image for Seyed mohamad banaei.
7 reviews
April 2, 2023
If you are new to study about educational games, you may find this book useful.
Michael matera gives you advice on how to change your classes into a game situation. It is not only a tool kit for game and playful activities but also an introduction to the realm of game studies.
Profile Image for Sarah.
4 reviews
December 21, 2016
It was a great book with many ideas, but I only gave it three stars because it did not give enough clear examples to help me implement it in my own classroom.
Profile Image for Shannan.
7 reviews1 follower
August 5, 2017
I really enjoyed this book. It was easy to read and has lots of resources and suggestions on how to add some gaming elements to your class, whether for one unit or the whole year!
Profile Image for Lori.
80 reviews2 followers
April 9, 2018
This book will change the way I teach. Finished it last night, beginning gamification today!
19 reviews1 follower
August 5, 2018
Packed full of great ideas, concepts, and keys to start your classroom down the road of gamification
Profile Image for Jesús Redondo Menéndez.
33 reviews8 followers
October 29, 2018
This is not just an encouraging book like so many you may find here and there, but a great tool to make a great turnover happen in your teaching style. For real. Give it a try, it is worth it. #XPLAP
Displaying 1 - 30 of 44 reviews

Can't find what you're looking for?

Get help and learn more about the design.