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Dave Brahn

A science classroom that' s more than a game - 1 views

  • appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagem ent remain.
  • As a result of the gamification, 17% of students com pleted some extension material and two students com pleted significant amounts of extra work to achieve the highest level possible in the gam e.
  • For example, ‘badges' are an intrinsic component of our classrooms. Teachers award points for completing assignments; over the course of the semester these points add up and get converted into ‘badges' (commonly referred to as grades);
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  • By awarding these points, educators are extrinsically motivating students to perform whether they like it or not. In fact, students can be observed ‘gaming the system’ regularly to increase their points scored with questions such as: "Is this going to be on the test?”
  • our education system is already a game, to a degree, then why not try to amplify the motivational aspects of the game by increasing the amount of gamified elements? As the gaming industry and the gamification of other aspects of life (shopping reward cards, personal fitness badges, etc.) continues to grow, perhaps educators will need to gamify their instruction to engage and motivate the next generation of students.
  • Do you think that the ‘gamified’ way we have learnt science this year with the videos, interactive electronic book and stars is a better way to learn than more traditional classes that have more lectures? Yes No Number of student responses 14 3
  • 82%, of students responded that they preferred the gamified classroom to a more traditional classroom.
  • Despife the attempt to motivate with the stars, some students still struggled to be motivated (Student G). Student H struggled to come to terms with the teacher being less prominent out the front of the classroom and directing the passage of learning. They valued the lecture-based component of learning.
  • y engaging students with a fun and authentic experience that challenges the participant to take control and explore their understandings, while providing meaningful feedback to aid the learning process in a social and collaborative way, we have seen students more excited and motivated to learn.
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    Case study concerning the gamification of a science class
Ryan

Social Media Tool Kit - 0 views

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    This is a social media tool kit. This tool kit allows one to keep a profile of presentations, activities, and much more. There are games and badges you can earn. You can personalize it as well as have participation from others while using it.
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