User:Lemccay/sandbox

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What is Gamification?

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Gamification is the concept of applying game-design thinking to different classroom tasks to make them more fun and engaging. The idea is to use the typical game system of providing challenges, rewarding winners, then providing harder challenges with equally bigger rewards.

When you win at a game, your mind releases dopamine, a chemical in the brain that triggers motivation and pleasure. This makes learning a positive experience, one that you won’t have to force students to enjoy. So the main concept is to challenge the students, let them feel good about overcoming the challenge, then challenge them more. [1].

Why Gamification is a current trend?

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Gamification allows teachers to bring more positive reinforcement to the classroom, whether subject-related or not. [2]. Students become more engaged when the idea of winning is dangled above them like a carrot. RPGs (Role Playing Games) can allow students to fine-tune their soft skills, as well, which is a transferable skill that can be taught in any subject.

Game mechanics are part of game theory. Most attempts at gaming in education fail, because educators believe that if you give out a badge or adhere points to the game, you've gamified. [3].

Implementation of Gamification in the K-12 Setting

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As education moves towards integrating and implementing technology new visions arise, which includes Gamification.

Minecraft is a perfect fit for Common Core, as it has various dedicated resource sites available to teachers to apply the video game to lessons. [4]. Games are the gateway for most students into computer programming and can promote STEM programs to girls through the use of games. Portal 2 is being used to teach physics and calculus, as well. [5]

Key issues with Gamification

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Several issues to be aware of when considering Gamification.

  • Availability of computer access, as well as plug-ins such as flash to all students inside and outside of school
  • Technological support for both the teacher and student
  • Professional development and training for teachers
  • Requires additional time to implement, develop, and manage for student and teacher
  • Teachers may be resistant to games in the classroom
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Bruder, P. (2015). Game on: Gamification in the classroom. Education Digest, 80(7), 56-60.

de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 9599-113. doi:10.1016/j.compedu.2015.12.008

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal Of Educational Technology & Society, 18(3), 75-88.

The Popularity of Gamification in the mobile and social era. (2015). Library Technology Reports, 51(2), 5-9.

Toyama, K. (2015). The looming gamification of higher ed. Chronicle Of Higher Education, 62(10), 17.

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http://ed.ted.com/on/uk36wtoi
http://www.securedgenetworks.com/blog/7-must-know-classroom-technology-trends-that-are-changing-education
https://www.ncu.edu/blog/trends-in-k-12-education-gamification-of-the-classroom
http://www.edutopia.org/blog/gamification-in-education-vicki-davis http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world http://www.edutopia.org/blog/gamification-in-education-vicki-davis http://www.teachhub.com/minecraft-classroom-teaches-reading-writing-problem-solving http://www.thinkwithportals.com/

  1. Perez, 2016
  2. Northcentral University
  3. Gamification in Education
  4. Minecraft in the Classroom
  5. Portal 2