Gamify Education
Gamification is the idea that video game mechanics can be applied to real life settings. This "new" idea has seen success in both business and education. It is founded on the ideas of progression, operant conditioning, and social interaction to develop a positive learning environment and community. Gamification is designed to drive participation and recognize achievements to help students meet the curricular outcomes of their school, province, or country.
Below you will find a few documents that outline how to utilize gamification, including a (rough) power-point presentation along with presenter notes to show off the ideas and a mock syllabus designed by teacher Tyler Zilkie during his qualifying year of education.
Below you will find a few documents that outline how to utilize gamification, including a (rough) power-point presentation along with presenter notes to show off the ideas and a mock syllabus designed by teacher Tyler Zilkie during his qualifying year of education.
This power-point presentation provides educators with a brief outline of what gamification actually is. Presenter notes are included for anyone wishing to use this as a presentation.
gamifying_education.ppt | |
File Size: | 1511 kb |
File Type: | ppt |
Below you will find a mock syllabus designed to implement and facilitate a gamified classroom. The syllabus is based on Manitoba curricular standards for a Grade 10 English course, but the basic framework can be adapted to any environment that the instructor is working in.
gamifiedsyllabus.pdf | |
File Size: | 73 kb |
File Type: |