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Here is the summary for the topic on Gamification:
Gamification is the use of game elements in a non-game context.
It was not surprising to hear that some are not using games as part of the instruction. However, due to the advancement in technology, our current learners make use of the different technological devices for learning. One mentioned about creating an app but not necessarily a game for the students, which is still considered to be gamification.
Gamification has its pros and cons. Some of the pros mentioned were:
– it provides visible milestones of the students’ mastery of content in real time
– demonstrates learner progress
– lets learners know where they are in the learning and how far they need to go
– not related to other students performance
– scaffolding and using levels provides visible progress and maintains interests of the learners.
Article: Show the Learner Visible Signs of their Learning : http://www.facultyfocus.com/articles/instructional-design/gamification-shows-learner-visible-signs-learning/.
A TEDTalk video by Jane McGonigal was shared https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en where she talks about how games can make a better world. Although most were amazed at Jane McGonigal’s video, not all were sold. Yes, games can be used to change the world for the better, however, there were concerns raised by some why do they not use and promote games. Being addicted to games was mentioned as this can be a problem. How could a learner learn if they are just to play pure games?
To some experts, there is a difference between gamification and game-based learning. A couple of articles who differentiates the two are:
A newer online version of the game “Rich Dad Poor Dad” (game about raising income and saving money) was shared https://play.google.com/store/apps/details?id=air.com.tornscreen.cfgame01&hl=en.
Another site shared is http://web20guru.wikispaces.com/Web+2.0+Resources which can be helpful in regards to different games that can be used.
B. Using Games for Student Learning
An infographics on the benefits of gamification: https://www.knewton.com/infographics/gamification-education/.
The following videos were shared showing how powerful games can be:
An article entitled Games for Change was shared: http://www.edutopia.org/blog/gaming-for-social-good-matthew-farber. This article talks about how the experts in gamifications had come together to discuss ways of change our future for the better.
Another article about how gamification affects motivation was shared: http://www.gamification.co/2013/03/18/andrea-kuszewski/.
With the idea that gamification impacts people and humanity, another TEDTalk video was shared: https://www.youtube.com/watch?v=ZZvRw71Slew.
C. Traditional way of learning vs gamification of learning
The following sites were shared talking about how learning with games are realistic, repetitive, engaging, effective and social. http://www.bottomlineperformance.com/why-learning-games-succeed-where-traditional-training-fails/
Although there were pros and cons to using games as an instructional strategy, most agreed that games are not to be used solely. There must be a balance.
C. Game Time
Some of the games shared that are being used during instruction as well as in workplace are the following:
· Jeopardy – a site where a template for this fame can be downloaded is: http://www.greatgroupgames.com/jeopardy-powerpoint-template.htm
· Wheel of Fortune
· Family Feud
· Amazing Race
This article on Best Examples of Gamification in Business http://blogs.clicksoftware.com/index/top-25-best-examples-of-gamification-in-business/ was shared to show students what companies are doing and using as well how they are implemented.