#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?