What is Gamification in Education?
The term “Gamification” is using game like thinking and mechanics to take a task and make it engaging and also competitive.
Gamification can bring real world situations and problems into the classroom for a fun new way of learning, with over 3 million plus gamers in the world, it's a natural platform and delivery method of course materials for the future. Trying to motivate and engage students can be a challenge in the classroom as it is, but gaming can bring a whole new level to the learning experience.Perhaps gamifying the classroom could lead students to be more engaging, increase productivity, enhance creativity to build community among disconnected students. Click Here to view an Infographic on Gamification of Education
"Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems?" - Jane McGonigal
MinecraftEdu is a school-ready remix of the original smash hit game Minecraft, played by over 30 million people worldwide. Created by teachers for classroom use and officially supported by Mojang, the company behind Minecraft, MinecraftEdu contains a set of powerful yet simple tools to fine-tune the Minecraft experience for learning.
Teachers in over 40 countries use MinecraftEdu in every subject area from STEM to Language, to History, to Art. Many lessons and activities are made available for free, and there is a vibrant, active teacher community exploring uses of the game.
Gamification of Education and all aspects of learning games are interactive play that teach students goals, rules, creativity, adaptation, problem solving, interaction, digita citizenship, and community team building skills.
- Games are a form of fun. That gives us enjoyment and pleasure.
- Games are form of play. That gives us intense and passionate involvement.
- Games have rules. That gives us structure.
- Games have goals. That gives us motivation.
- Games are interactive. That gives us doing.
- Games are adaptive. That gives us flow.
- Games have outcomes and feedback. That gives us learning.
- Games have conflict/competition/challenge/opposition. That gives us adrenaline.
- Games have problem solving. That sparks our creativity.
- Games have interaction. That gives us social groups.
- Games have representation and story. That gives us emotion.
Source- Educational Games-Wiki
Badges show achievements and different tasks learned in a Canvas course. This could be completing a week's module, scoring high on a particular assignment, participation, or developing a new skill, etc. They are symbolic representations that can be easily shared and communicated across varied academic, social, and work-related contexts. Digital badges can contain specific claims regarding what the earner learned or did and detailed evidence supporting those claims. Badges can be used with many types of apps and software, PVC and the CTL will be focusing on Canvas Badges and implementation into course modules, etc.
Using Badges in Online Learning: Click Here to Read the Article