831: Shared Resources

GAMIFICATION


The first resource I would like to share is an 2h14min video tutorial about the use of gamification and it’s potential to innovate learning.  Gamification is the intentional use of game elements and dynamics that has the potential for innovating curriculum.

(The video is accessible from Lynda.com.  Many post-secondary institutions already have subscriptions to Lynda.com, allowing free access for staff and students, but if your professional context does not have it then perhaps you can consider accessing the free month trial version.)

This video is a significant investment of time, but I completed it and found that it really connected with what we are learning in 831 in that adding games to curriculum can create:
·      elements of surprise
·      uncertainty with the need for students to make learning personal and emotional
·      offer a different experience to enhance student engagement. 
When used appropriately, gamification can create an appropriate level of challenge and fill the student need for accomplishment, knowledge acquisition and confidence.

The creator of the instructional video is Karl Kapp, an instructional game designer.  In the video, he creates the understanding of the elements and design sensibility of gamification, then connects this way of thinking to learning theory and dynamics. 

There were some excellent exercise sheets offered by the course, which I have downloaded for your review and consideration (see attached).  This way, you can peruse the information to decide if gamification seems like a valid method for you to consider as you innovate in your classrooms. 

Resource:


Kapp, K.  (2014, September ).  Gamification in the Classroom.  [Instructional Video].  Lynda.com.

No comments:

Post a Comment