For the upcoming four blogposts we will be investigating Gamification while it is applied. The ideas will vary from Education to business. The variations in the application are interesting.There is a clear difference between every form of Gamification.
Gamification has had successful applications in Education and will continue to become more important in education as time goes by. We will be investigating some successful examples below:
Education has transformed tremendously over the past few years. It went from strictly being in the classroom to even becoming online. MOOCs (Massive Open Online Courses) have become more and more prevalent in the past few years.
The gamification of education has also begun to become increasingly more popular. Education does not have the instant rewards that children have become accustomed to. This causes children to become easily distracted and disinterested in the information that a teacher is trying to bring across. Sadly this means that grades will start dropping and even increase dropout rates over time.
So how can gamification combat this? There are multiple ways. One example is having an App for phones. Most children have a smartphone very young. By having an App that promotes paying attention and being helpful in the class the students will pay more attention and become more engaged with the classes. The effects are incredible. Students became more engaged and were excited to go to school.
The way this specifically works is that the teacher only has a limited amount of points that can be distributed throughout the week. This means that there is scarcity and everyone wants to be the student who does get the points. The points can be awarded for excelling at homework but also by being helpful to the teacher and even preventing bullying. This means that the students all want to engage with the classes and behave as good as they can.
The idea above is only one of the ways one can engage in Gamifying the classroom. There are plenty of other ways and probably even more creative ways to engage students in the classroom through gamification.
What examples of gamification in the classroom do you have?