“Proponents of game-based learning argue that we should prepare the students to meet the demands of the twenty-first century by teaching them to be innovative, creative, and adaptable so that they can deal with the demands of learning in domains that are complex and ill-structured” (Ifanhaler, et al., 2012, p.3)
Using the three case studies described, and/or your own personal experience, how can gamification of learning set up students for success beyond the classroom? How could this be quantified or assessed?
If you need a refresher on the case studies Click Here
My answer: I have to say, I tried a few lessons with GBL and I didn’t understand the whole thing at the time. With your OER, I have a better idea. Thanks for this. Looking at the 3 case studies, I understand that many companies are using this for their marketing solutions. I did see some of my teachers experiencing it in the classroom with Kahoot, Quizzizz, Duolingo, ClassDojo, Socrative, etc. It is present in our school today and this is where our students live. Why not embrace it and plan lessons with it. If I was in class today, this would open my eyes and offer more options to my students. Coming to school would be a better game. We would code as much as possible, use games to better understand grammar and conjugation, etc.
Through the readings, we went through a few case studies on Gamification.
In your opinion which case study provides the best example of gamification?
I believe Starbucks offers self paced opportunities and can provide short term goals for the user. There is a reward system. Role play, I am not sure I see clearly.
With Google, I don’t fully understand the gamification part.
Classroom Casino: This one offers each 4 of the key elements. Good job.