Let’s talk Gamification in classroom learning!
What is gamification, and where is this method used?
‘…gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments’
In analysing the definition above, we can identify that gamification is incorporated not only in educational environments, but also within our day to day activities. Day to day activities such as at home, school, or even in work environments. Gamification is used widely throughout the globe, creating user engagement and enhancement within gamified learning methods. Within the video below, I will be discussing the benefits which gamification has on user engagement and enhancement within classroom learning. Gamification is such a big part of learning, as it actively draws students to contribute in class room activities, as unlocking content and gaining rewards from playing these ‘games’ are enhancing learner ability, and engaging students with a ‘can do’ attitude. Watch below for more!
Video embedded from Youtube, Gamification: Enhancing User Engagement, By Emma Miller
In creating the content for the above video, I made use of Creative Commons sourced material, and also used my own footage for a different approach within the video. I found that using sourced images was a great way to explore CC material; as I found new and interesting images and music, which I thought could add a nice little touch to my overall tone. I had also used a prior interview taken with Primary and High school students, to question them on different learning methods they use in classrooms, and how they enjoy gamified learning at school. The short interview can be viewed here.
Whilst drawing on scholarly sources, strategies used within my video included using detailed definitions, and thorough explanations. This was a great way to start the overall direction of the video, and how I approached the topic question. In using these scholarly recourses, was also a great way of broadening my knowledge on the different uses gamification plays in our everyday lives, as gamification does not only help educate and engage students in classrooms.
If you liked reading a bit about gamification in this blog post, take a look at my other blog post on gamification! I also discuss my everyday use of gamification devices in this blog post, which I am sure you will be able to relate to!
Thanks for viewing!
Images (Creative Commons)
Gamification by Jurgen Appelo (CC BY 2.0)
Click asi by Amelia Wells (CC BY 2.0)
BabySmash(ed)! By Abhishek Baxi (CC BY-NC 2.0)
Work Work Work by Tim Sackton (CC BY-SA 2.0)
Library Club Book Reviews – March 2006 by Enokson (CC BY-NC 2.0)
Computer Kids by Kathleen Cragun (CC BY-NC-ND 2.0)
CoderDojo Linz by Rainer Stropek (CC BY 2.0)
boy at terminal by Tom Woodward (CC BY-NC 2.0)
Amigo do Planeta by Leonardo Augusto Matsuda (CC BY-NC 2.0)
Playing on the computer by John Watson (CC BY-NC 2.0)
…next generation by zeitfaenger.at (CC BY 2.0)
Maker Faire computer kids by JD Lasica (CC BY-NC 2.0)
Kids heart OLPC (no matter what the critics say) by Tim & Selena Middleton (CC BY 2.0)
Bonnie Brown by (CC BY 2.0)
Classroom View Toward Computers by Krissy Venosdale (CC BY-NC-ND 2.0)
Teacher Helping Students Working At Computers In Classroom by City of Seattle Community (CC BY-NC 2.0)
Denmeade, N 2015, Gamification with Moodle : use game elements in Moodle courses to build learner resilience and motivation, Birmingham, UK : Packt Publishing, 2015.
Dichev, C, & Dicheva, D 2017, ‘Gamifying education: what is known, what is believed and what remains uncertain: a critical review’, International Journal of Educational Technology in Higher Education, vol. 14, no. 1, pp. 1-36. Available from: 10.1186/s41239-017-0042-5. [19 May 2017].
Harris, S, & O’Gorman, K 2014, Mastering Gamification. [Electronic Resource] : Customer Engagement In 30 Days, n.p.: Birmingham, UK : Impackt Pub., 2014., DEAKIN UNIV LIBRARY’s Catalog, EBSCOhost, viewed 19 May 2017.