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Tuesday, February 12, 2019

Tech Trend Tuesday: Gamification

What is gamification? Gamification has been around for awhile but it has been gaining more interest in the last few years as a way to increase student engagement. In an article by Suzanne Holloway, gamification is defined as, “...the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty, and competitions.”

All students enjoy playing games of some kind, whether they are playing video games, or board games, and there are many ways that gamification can be used in education. Gamification can be as simple as having students earn points or badges for completing different activities, or it can be something more elaborate, such as creating adventure quests that the students have the option to complete to earn some type of reward. An article on teachthought gives 12 examples on how gamification can implemented in the classroom, such as having some kind of activity to be completed that has more than one way it can be solved. When integrated correctly, gamification can have a positive impact on student engagement and participation. It encourages creativity, problem solving, and working competitively to reach a goal. It is also a great way to differentiate because you can include different opportunities to meet the needs of all learners. I think gamification is an exciting tech trend that combines a love of gaming and learning that will benefit all students.


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