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.
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