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Gamification of Education
 EDU210 was a fantastic example of how gamification
can be used in a classroom
 EdTech Odyssey was used to motivate students to
attend class, finish assignments and do extra activities
in exchange for points.
 Once a certain number were accrued, points could be
used to redeem prizes
Gamification of Education
 My experience did not change very much throughout
the course
 I did not find the points to be motivational
 I did, however, build a better framework of ideas how
games can be used in the classroom
Gamification of Education
 What I liked most:
 Seeing the excitement that other groups had in regards to
the points
 What I liked least:
 I was not motivated by the game
 I found the in class process of the game- like awarding
points for speaking up- to be distracting
Gamification of Education
 I see the value in motivation through reward systems in
the classroom, though I don’t find they motivate me
 I realized that my personal reflection on the game is not
a reflection of the majority of students
 The game made me think of how I will need to be able
to incorporate different motivation strategies for
different students within each classroom
Gamification of Education
 Gamification will/does have a huge impact on
education
 There is an astronomical number of choices teachers
can utilize to implement a game for their class
 Sifting through the choices will be one of the
challenges facing teachers, especially as developers
create new programs continuously
Gamification of Education
 Gamification will impact teaching by:
 Creating fun ways to motivate students
 Engaging with different learning styles though technology
 Promoting digital means of educating students
 Forcing teachers to learn, and stay up to date, on
technological advances
 Encouraging teacher attention to motivation and how
students learn and benefit from reward based games
 Add an additional layer of assessment aside from more
traditional grading

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Gamification of Education

  • 1. Gamification of Education  EDU210 was a fantastic example of how gamification can be used in a classroom  EdTech Odyssey was used to motivate students to attend class, finish assignments and do extra activities in exchange for points.  Once a certain number were accrued, points could be used to redeem prizes
  • 2. Gamification of Education  My experience did not change very much throughout the course  I did not find the points to be motivational  I did, however, build a better framework of ideas how games can be used in the classroom
  • 3. Gamification of Education  What I liked most:  Seeing the excitement that other groups had in regards to the points  What I liked least:  I was not motivated by the game  I found the in class process of the game- like awarding points for speaking up- to be distracting
  • 4. Gamification of Education  I see the value in motivation through reward systems in the classroom, though I don’t find they motivate me  I realized that my personal reflection on the game is not a reflection of the majority of students  The game made me think of how I will need to be able to incorporate different motivation strategies for different students within each classroom
  • 5. Gamification of Education  Gamification will/does have a huge impact on education  There is an astronomical number of choices teachers can utilize to implement a game for their class  Sifting through the choices will be one of the challenges facing teachers, especially as developers create new programs continuously
  • 6. Gamification of Education  Gamification will impact teaching by:  Creating fun ways to motivate students  Engaging with different learning styles though technology  Promoting digital means of educating students  Forcing teachers to learn, and stay up to date, on technological advances  Encouraging teacher attention to motivation and how students learn and benefit from reward based games  Add an additional layer of assessment aside from more traditional grading