Documente Academic
Documente Profesional
Documente Cultură
Chris Powell
Ms. Lee
New Technologies 325
March 10, 2015
Game On! The Potential for Gamification in Education
Educators across the country, from graduate schools to middle schools,
are increasingly focusing on gaming methodology to turn learning into an
interactive experience.
Gamification uses game design elements in nongame contexts, but it
should not be confused with a traditional game of any kind. More than other
disruptive technologies, gamification has the potential to change content
delivery systems in the classroom and create truly meaningful experiences
for students.
Nearly every school is challenged to motivate students and strengthen
student engagement. Successful student engagement is the foundation for
learning and includes the learning process, the subject matter, the purpose
of study, and additional social and cultural factors.
Gamification attempts to harness the motivational power of games and
apply it to real-world problems. Game players regularly exhibit persistence,
risk-taking, attention to detail, and problem-solving, all behaviors that ideally
would be regularly demonstrated in school (Lee 7).
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Works Cited
Franklin, Anne. Rewarding Play: The Roles of Games in the Classroom. New
York: Roberts Educational Publishing, Inc, 2012. Print.
Lee, Joey J. "Gamification in Education: What, How, Why Bother?" Academic
Exchange Quarterly 1 June 2015.
The Fun Theory. 2015. Web. 4 June 2015.