What is it?
Digital Natives
Benefits
Potential Drawbacks
Evaluating Games
100
Gamification is an educational approach designed to do this.
What is motivate students to learn? (Wikipedia)
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.
What is reading? (Prensky, p.1)
100
“High levels of engagement will lead to an increase in” this.
What are recall and retention? (Pandey)
100
“Gamification might. . . teach students. . .they should learn only when provided with” these.
What are external rewards? (Lee, p. 4)
100
Games should align with these.
What are Common Core Standards?
200
The learning environment is enhanced and supplemented by integrating these into classroom activities.
What are video game design and elements? (Wikipedia)
200
“Today’s students do [this] fundamentally differently from their predecessors.”
What are “think and process information”? (Prensky, p. 1)
200
“An effective, informal learning environment. . . helps learners practice” these
What are “real-life situations and challenges in a safe environment”? (Pandey)
200
The “fast pace and immediate feedback” may lead to a decrease in this.
What is student attention span? (Ford)
200
Games should execute a balance between these.
What are Challenge Level and Fairness?
300
The goal of gamification is to maximize these two words beginning with “E”.
What are enjoyment and engagement? (Wikipedia)
300
Used to receiving information really fast, digital natives prefer parallel processing and multi-tasking to this form of instruction.
What are lectures, step-by-step logic, and “tell-test”? (Prensky, pp. 2, 3)
300
Students “know what they know or what they should know” because of this.
What is instant feedback? (Pandey)
300
Acquiring the equipment, software, training, and support for some online games can often mean an increase in these.
What are student and/or institutional costs? (Ford)
300
Games should adapt to accommodate this.
What is a wide range of skill levels?
400
Leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure
What do gamification techniques strive to do? (Wikipedia)
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.
Who are Digital Immigrants? (Prensky, pp.1-2)
400
“Gamification can drive strong behavioural change especially when combined with the scientific principles of” these.
What are repeated retrieval and spaced repetition? (Pandey)
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.
What is “the ability to motivate oneself”? (Toyama)
400
To stimulate a player’s imagination, a game should be extremely this.
What is Creative?
500
Self-paced, adaptive educational games are gradually replacing this in the classroom.
What is the “one-size-fits-all” paradigm? (Mintz)
500
In order to educate this generation of students, digital immigrants need to do this (even if they never lose their “accent”).
What is “learn to communicate in the language and style of” the Digital Natives? (Prensky, p. 4)
500
“Gamification offers the promise of resilience in the face of failure, by reframing failure as” this.
What is a necessary part of learning? (Lee, p. 3)
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.
What is an “external motivating framework”? (Toyama)
500
To hold a player’s interest, game progression should provide excellent this.
What are Momentum and Pacing?