A Critique of the Proposed National Education Policy Reform
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