What is it?
Digital Natives
Benefits
Potential Drawbacks
Evaluating Games
100

Gamification is an educational approach designed to do this.

Motivate students to learn

100

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? 

100

“High levels of engagement will lead to an increase in” this.

 recall and retention

100

“Gamification might. . . teach students. . .they should learn only when provided with” these.

External rewards

100

Games should align with these.

Common Core Standards

200

The learning environment is enhanced and supplemented by integrating these into classroom activities.

Game design and elements

200

“Today’s students do [this] fundamentally differently from their predecessors.”

think and process information

200

“An effective, informal learning environment. . . helps learners practice” these

real-life situations and challenges in a safe environment

200

The “fast pace and immediate feedback” may lead to a decrease in this.

Student attention span

200

Games should execute a balance between these.

 Challenge Level and Fairness

300

The goal of gamification is to maximize these two words beginning with “E”.

enjoyment and engagement

300

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”

300

Students “know what they know or what they should know” because of this.

Instant feedback

300

Acquiring the equipment, software, training, and support for some online games can often mean an increase in these.

Student and/or institutional costs

300

Games should adapt to accommodate this.

Wide range of skill level

400

Leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure

Gamification techniques aim

400

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

400

“Gamification can drive strong behavioural change especially when combined with the scientific principles of” these.

repeated retrieval and spaced repetition

400

“[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

400

To stimulate a player’s imagination, a game should be extremely this.

Creative

500

Self-paced, adaptive educational games are gradually replacing this in the classroom.

 the “one-size-fits-all” paradigm

500

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

500

“Gamification offers the promise of resilience in the face of failure, by reframing failure as” this.

What is a necessary part of learning

500

“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

500

To hold a player’s interest, game progression should provide excellent this.

Momentum and Pacing

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