Next-Gen

Gamifying Education

In Glogpedia

by lewistcdsb
Last updated 4 years ago

Discipline:
Resources & Tools
Subject:
Training/PD
Grade:
4,5,6,7,8,9,10

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Gamifying Education

What is encouraging is that all the resources focus on the need to make the learning experience relevant ("just-in-time"), personalized engagement, interactive, reflective, and authentic. Gamification can solve all those needs. Research has shown game-based learning is conducive to deductive reasoning, hypothesis testing, affective/motivational outcomes, and academic achievement. (Kapp, 119). Using the flipped-classroom, D2L and stations-rotations, gamifying the Junior/Intermediate classroom becomes much easier.

Plus

Gamification

Name: Gerard Lewis Date: July 2014 - York Junior AQ

The foundational elements of interactive learning environments include: 1) Feedback (with consideration to the timing, tone, and delivery method)2) Construct (an artificial addition to make the experience more interesting, to provide information or to enhance effectiveness)3) Challenge4) Story (growing narrative)There are already many game-based programs that can be motivating, but some do not necessarily match with a classroom teacher's teaching style.

Interesting

There is still a huge variety of "steps" to gamify education. Every book, website, resource has its own definition and there are no definite instructional guides on how to gamify the Junior Classroom. Many resources continue to push gamification as the use of badges, levels, points, but my experience and research do not find such extrinsic rewards genuinely learning-rich. No publishers have indicated on their websites anything about gamification, even though some connect to learning activities online (Pearson, Nelson).

Minus

Self-Directed Learning: Unit 3

Definitions:

Examples:

Gamifying Math:

Resources:

Game: A system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction. (Kapp, 2012). Game activities include: matching, collecting, allocating resources, strategizing, building, puzzle solving, exploring, helping, role playing. Gamification: Using game-based mechanics, aesthetics, and game-thinking to engage people, motivate action, promote learning, and solve problems.There are two types: structural (points, badges, levels, etc.) and content (narrative, story, challenge) Simulation: Realistic, controlled-risk environment where learners practice behaviours and experience the impacts of decisions.

Kapp, K. M., & Blair, L. (2014). The gamification of learning and instruction fieldbook: ideas into practice. San Francisco, CA: Wiley.The Gamification of Education Infographic #gamification #edtech. (n.d.). Retrieved July 10, 2014, from http://www.knewton.com/gamification-education/Top 10 Education Gamification Examples that will Change our Future. (n.d.). Yukai Chou Gamification. Retrieved July 10, 2014, from http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.U8QE4_ldWSoGamification by @victormanriquey: Gamification Design Steps: An Introduction (I). (n.d.). Retrieved July 10, 2014, from http://www.epicwinblog.net/2013/05/gamification-design-steps-introduction-i.html

Intro Video:

Meyer, D. (2013, May 17). Making Math More Like Things Students Like: Video Games. OAME 2013. Keynote conducted from Seneca College , Toronto.

Game-based learning:-Prodigy Math-Minecraft-Reflex Math-Chess-Trivial Pursuit-Hangman-Sheppard Software Math-MathCLIPS (EduGAINS)Gamification:-See Dan Meyer's and @victormanriquey's ListSimulations:-Gizmos


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