Gamification is an educational approach designed to do this.
Motivate students to learn
Between video games, television, and the internet, the average college grad has spent over 30,000 hours looking at a screen but only 5,000 hours doing this.
Reading?
“High levels of engagement will lead to an increase in” this.
recall and retention
“Gamification might. . . teach students. . .they should learn only when provided with” these.
External rewards
Games should align with these.
Common Core Standards
The learning environment is enhanced and supplemented by integrating these into classroom activities.
Game design and elements
“Today’s students do [this] fundamentally differently from their predecessors.”
think and process information
“An effective, informal learning environment. . . helps learners practice” these
real-life situations and challenges in a safe environment
The “fast pace and immediate feedback” may lead to a decrease in this.
Student attention span
Games should execute a balance between these.
Challenge Level and Fairness
The goal of gamification is to maximize these two words beginning with “E”.
enjoyment and engagement
Used to receiving information really fast, digital natives prefer parallel processing and multi-tasking to this form of instruction.
Lectures, step-by-step logic, and “tell-test”
Students “know what they know or what they should know” because of this.
Instant feedback
Acquiring the equipment, software, training, and support for some online games can often mean an increase in these.
Student and/or institutional costs
Games should adapt to accommodate this.
Wide range of skill level
Leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure
Gamification techniques aim
Marc Prensky coined this term for those who did not grow up in the digital age but have learned and used the new technology.
Digital Immigrants
“Gamification can drive strong behavioural change especially when combined with the scientific principles of” these.
repeated retrieval and spaced repetition
“[Capitulating] to a generation of students who supposedly can’t muster interest and curiosity on their own” may be depriving them of this essential quality.
The ability to motivate oneself
To stimulate a player’s imagination, a game should be extremely this.
Creative
Self-paced, adaptive educational games are gradually replacing this in the classroom.
the “one-size-fits-all” paradigm
In order to educate this generation of students, digital immigrants need to do this (even if they never lose their “accent”).
“learn to communicate in the language and style of” the Digital Natives
“Gamification offers the promise of resilience in the face of failure, by reframing failure as” this.
What is a necessary part of learning
“There will always be elements of work that are unrewarding, unrecognized, or just plain tedious. Good leaders push through those dry patches without” this.
External motivating framework
To hold a player’s interest, game progression should provide excellent this.
Momentum and Pacing