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Gamification

Gamification

Gamification Blog The Ultimate Guide to Gamifying Your Classroom No one wants to been seen as the stuffy teacher stuck in the past who lectures from the front of the classroom and doesn’t seem to care about student engagement. Students today are tech savvy and have wandering minds. They are able to process information coming at them from several channels at a time—walking, talking, and texting. Image via Pixabay and StartUpStockPhotos What is Gamification in the Classroom? Gamification is the process by which teachers use video game design principals in learning environments. When gamifying a classroom there are several things you’ll need to consider. History of Gaming in the Classroom Ready for a little throwback? Other educational games that lead the way toward brining video game design into the classroom include, Where in the World Is Carmen Sandiego? Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Triumphs and Pitfalls of Gamification In Short

Gamification Summit - Sep 15 – 16 • New York LearningApps - interactive and multimedia learning blocks Gamification Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience. It does not aim at creating a game but offering a gameful experience. Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:[20] Techniques[edit] Gamification techniques strive to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure. Another approach to gamification is to make existing tasks feel more like games.[27] Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge,[28] and adding narrative.[27] Applications[edit] Gamification has been widely applied in marketing. Gamification can be used for ideation, the structured brainstorming to produce new ideas. History[edit] Legal restrictions[edit]

The Remarkable Benefits of Using Gamification in eLearning It’s time to get serious about playing because when it comes to eLearning, gamification isn't just for fun. While it’s commonly assumed that gamifying your eLearning courses is merely a pleasant distraction or attention grabber, it is far more useful tool than people tend to give it credit for. According to educational video game designer Marc Prensky “students now learn differently than students did even a generation ago” and "you can't hold people's attention the way you used to.” And because of this attention problem, games are becoming more important than ever in making effective eLearning courses for the actual and coming generations. As gamification makes seemingly mundane tasks fun, using it appropriately can boost participation rates in eLearning courses, increase employee motivation and even improve retention. 1) Gamification Turns Fear into Fun Work is pretty much the antonym of fun as far as most people are concerned, and work-related training is no exception to this. 1. 2.

As websites become games, understand the trend with the Gamification Encyclopedia 11 January '11, 03:20pm Follow One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. In order to explain this, San Francisco startup Gamify has launched an in-depth Gamification Encyclopedia. Still a work in progress, some sections of the site are under development but its 197 articles are a really good read, with lots of examples of the many different game mechanics, design elements and user features that make up a ‘gamified’ service. With Gamify set to soon launch its platform to help build ‘gamified’ Web experiences, this is undoubtedly a stunt to drum up some interest but it’s a very useful resource and well worth reading if, like most The Next Web readers, you have a strong interest in Web trends.

Education Levels Up! – A noObs guide to Gamifying your Classroom | MrDaley.com A new way to manage classroom instruction is slowly creeping into the world of education: “Gamification“. Gamifying simply means turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition. Gamifying isn’t anything new; businesses and social websites have been using “gaming” to attract and keep users coming back for years now. Here is a short list of groups already gaming: Facebook – Farmville! However, gaming is all around you all the time; you have been participating in games under your very nose! People dedicate hours everyday trying to promote themselves up these virtual scales and reach new levels. 1) Badges - These will be the rewards for completing tasks, doing homework, coming to class everyday, etc.These badges are easy and fun to make if you use a little imagination and your resources. Each badge represents some sort of accomplishment. Here are a couple FREE online resources for editing your badges:

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