#whatisschool, April 23, 2015 7PM EDT
Classroom learning through Gamification
Games and gaming culture are playing an increasingly large role
in the lives of people all over the world with an estimated 7 hours a day being
spent on-screen. This fast growing sector that has already outpaced music and
will soon eclipse the movie industry in sales now has its eye on
education. So what is Gamification
anyway?
Gamification is defined as “the use of game thinking and
game mechanics in non-game contexts to engage users in solving problems.” In education this could amount to
learning apps or game specific models for learning that work on a reward or point based system. Outside of education these game
techniques are used every day by adults as frequent flyer miles and credit card
points. So how can games be
integrated into education?
This week #whatisschool welcomes special guest tweeter and edtech
consultant Justin Hardman (@jahardman) who is working with schools
in South Korea to support the integration of technology and games in the classroom. Justin will be
offering our #whatisschool PLN a chance to win a ticket to the 21st Century
Learning Conference in Hong Kong (Feb 18-20, 2016), where Mr Kemp will be speaking and offering a master class! This winning ticket valued
at US $500 will be given to one of the top 25 tweeters at #whatisschool
this week who will be randomly selected.
So let’s get our game on!
Questions #whatisschool, April 23, 2015 7PM EDT
1) What does gamification mean for you? Give a 1tweet
summary for those new to the idea.
2) What are the key learning benefits to gamification?
3) What apps/resources are useful in employing
gamification in K-12 education?
4) How do you know when gamification has been
effective?
5) Can gaming replace intrinsic motivation? How? Why?
6) How could educator professional learning be
gamified?
BONUS 7th Question this week only: What will have a
bigger impact on learning: Games for learning or gamification of learning?
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