In this first of three sections, you will learn about the affordances and constraints of gamification.
Required Resources
- Read Chapter 2.7 () in the by Anne Ottenbreit-Leftwich & Royce Kimmons. As you read, consider the following questions:
- What is gamification?
- What are the most important steps you need to consider to gamify your specific curriculum?
Additional Resources
- Popular Press
- eLearning Industry -
- FETC –
- Jennifer Zaino –
- Kristy Lam –
- Mohammadreza Javanian -
- PBS Teacher’s Lounge -
- Ryan Shaaf & Jack Quinn –
- Shalina Chatlani –
- Tiltlabs -
- Waterford -
- Research Materials
- Bai, S., Hew, K. F., & Huang, B. (2020). . Educational Research Review, 30, 100322.
- Dichev, C., & Dicheva, D. (2017). . International journal of educational technology in higher education, 14(1), 1-36.
- Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). . Technology, Knowledge and Learning, 27(1), 139-159
- Videos
- Teachings in Education –
- | Scott Hebert | TEDxUAlberta
Required Evidence
- Submit a 1-2 page reflection of what you learned from the chapter on Gamification and any other resources provided. Specifically consider four questions among other things you found interesting: First, what does it mean to gamify your classroom and/or your curriculum? Second, what are examples of a gamified classroom? Third, what would you need to do to prepare your content or curriculum for gamification. Fourth, what are potential challenges in gamification?
- Formatting – One to two pages maximum; double-spaced, no smaller than 11pt font.
- Use references to support your claims. References do not count towards the 1-2 page minimum/maximum. Any format for references is allowed but APA is preferred.
Evidence Review Criteria
- Criterion 1: Educators will be able to demonstrate an understanding of what it means to gamify a classroom.
- Criterion 2: Educators will be able to identify important gamification elements and challenges to successful implementation.
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