Using an experience point system instead of a grading system. While the numbers are similar, the execution is different.
Students start with 0 points and work their way up in an XP system, rewarding knowledge and skills gained. This is different from a typical grading system, which assumes you have an A at the beginning and removes points for every failure. Two totally different ways at looking at how to quantify student learning.
"Today's schools face major problems around student motivation and engagement. Gamification, or the
incorporation of game elements into non-game settings, provides an opportunity to help schools solve these
difficult problems. However, if gamification is to be of use to schools, we must better understand what
gamification is, how it functions, and why it might be useful. This article addresses all three questions - what,
how, and why bother? - while exploring both the potential benefits and pitfalls of gamification."
Not only is this clever, it uses a few game principles/mechanics in such a way that it binds the elements of language learning, interest, and engagement together. Are you using any videos outside of class time? Are students handing in physical papers or are they using Moodle/LMS for additional engagement?
Four videos of people discussing games for learning, education, and changing the world. Speakers include Katie Salen, James Paul Gee, Daphne Bavelier, and Jayne McGonigal.
"Thus, in this paper we investigate "gamification" and the
historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
"To celebrate this year's Keep Toronto Reading One Book selection, "Fahrenheit 451," the library is launching KTR 451, our first alternate reality game (ARG)."
"To understand games, to talk about them intelligently, and to design better ones, we need to understand what a game is, and to break "gameplay" down into identifiable chunks. We need, in short, a critical vocabulary for games."
"How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. (Filmed at TEDxCHUV.)"