HAVING FUN WITH GAMIFICATION

1.Brainstorm how you could get students more engaged in the university experience. What would motivate you to attend class more? What would motivate you to complete the readings? What would motivate you to be on campus and study more regularly?

2.Identify what aspects of “gaming” you could apply to the “reality” of university, such as: rules, goals, and outcome, feedback and rewards, problem solving, story, player(s), safe environment, sense of mastery (Faiella&Ricciardi2015, p.14)

3.Come up with an app/website/program.

4.Create some media that represents a “pitch” for your app/website/program. Some ideas include: an advertisement for your product. An interview with the creator. A video pitch to investors.

Owing to the obvious and standard forms of education in our current schools, students have always felt bored to an extent that they cannot learn under no supervision. This has made the proponents of revolution in education to call for a revolution in the same. Gamification has been observed as the best solution for this. This is because gamification is believed to encourage personalization, creativity as well as broader and more flexible curriculum. Also, this trend of applying gamification is set to break the current educational standardization. This is because this trend is known to bring creativity and individualized learning that engage students and also help to maximize teacher roles. This essay will examine the importance of gamification and show how this would motivate a student to attend class more, complete all their readings, to be on campus and study more reguraly.

Application of games and digital media is a growing element in education in the current days. This is because gaminification is making student engagement in education to grow stronger. For instance, if students are engaged into rewards in educational games, they take it as fun and memorable experience. They feel more attached and are more likely to attend classes with these elements.

According to (Kapp, 2012), “ Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” It presents complex and serious engagement on problem solving to motivate actions and promote learning. The narrow view of gaminification is adding game mechanics to non-game situations that make it less boring. Instructors come up with games and digital media that promote learning of specific contents to make it more enjoyable to the students. In this case, students will feel to do and practice the game or the media and get to learn more in that process. Students will feel the attachment and they will make sure that they do not miss that lesson. In so doing, students will attend all classes in full and complete all the readings.

Teachers can up with media or games designed for a specific learning content or apply commercial-off-the-shelf video games. For instance, Commercial-off-the-shelf are mostly preferred owing to their availability and inexpensiveness. Well designed games can be very effective as they can provide authentic learning. In addition, gamification promotes constructivist learning environment. This makes the students more attached as they learn while making their own discovery which they feel more proud of. Computer games can effectively be employed as they provide students with problem solving skills and make them to develop skills that they can transfer to real life problem solving situations. In addition to this, there is an element of collaboration in constructivism. This element enables learners to develop deeper learning skills, develop critical and creative thinking skills and be able to share what they learnt with others. This is because it accommodates foal learning styles as well as cultural preferences. For instance, multi user games enables students to learn from each other, develop competitive elements as they try to compete with each other, share ideas and develop effective communication skills. Apart from this, games make students to explore, interact and learn from the virtue worlds. This is because knowledge is gained through social connections and interaction with other people.

Through the above discussions, it can be concluded that gamification will revolutionize education and learning and improve students’ retention in their schools, make them to attend class always and complete their readings.

One of the games I would prefer for gamification is “Quizizz. This app can help techers or instructors to turn their introductory or review sections into fun for the students. One can create their activities in this app or use the ones already created by their instructors. To play this game, a student only need to key in the codes provided by their educators and they are good to go.

Thi Bao Chau Tran

References

Kapp, K. M., 2012. The gamification of learning and instruction : game-based methods and strategies for training and education. Wiley.  Retrieved from EBook Library.

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