Monday, October 6, 2014


Gamification, a generally new vocabulary term, but a long-used method of learning. When I started this Mod for my online class, I wasn't sure what the title Gamification was exactly going to entail. Were we going to be playing video games the entire time? What does this have to do with learning? I was shocked to find out that gamification was present throughout my entire education as a student and in fact, still is. Gamification, in my best definition, means including game-like techniques into learning to encourage students to be involved in a reward and praise filled environment. One prime memory of this in my education is when teachers used Jeopardy in our classes to be able to study for exams. I know on the days that we played Jeopardy, I payed attention. It takes the monotony out of learning and gives education the spice that kids need to really engage in their own learning. 10 Gaming Genres to Adapt in Class Kyle Mawer gives multiple examples and various adaptable scenarios to bring gaming into live classroom situations. Among the great ideas, a few stand out to me: Pacman (Arcade) and Puzzle Games. Arcade games (specifically pacman) stands out to me because it transforms a classic and well-known game into a learning experience. Who would have thought that pacman could bring out so many vocabulary terms... Colors, directions, exclamations. It's a full learning experience and you wouldn't even know it. I love bringing traditional things and making them learning experiences. I like the puzzle game ideas for the same reasons. I've always had puzzle games in my education and they have really benefited me as a student. I would love to carry on using them. In the article Sculpting Flow and Fiero Zac Hill one quote stands out in particular to me. Zac Hill states that "...a game designer can create and share a core emotional experience with an audience." Gaming goes beyond a latent interaction with its players. Gaming elicits an emotional response that connects with its gamers. This is an extremely valuable notion and idea that can be connected with the classroom with great success. What student wouldn't want to learn and keep learning by playing games? It's a great great idea and needs to be further developed. So.. How is gaming being used in the classroom? I think the article 7 Things You Should Know About Gamification gives a great explanation to this question when they say " In academe, gamification
typically employs elements such as points, badges, or progress bars to engage or motivate students in the learning process." We can really use gamification to bring our education to a whole new level. I can't wait to be able to include these themes in my classroom and I hope you found this research educational to you as well!

1 comment:

  1. In addition to using games in the classroom, there are now many ways to having students use games on the Internet at home, perhaps as part of a flipped language class. The possibilities are endless.