A science classroom that' s more than a game - 1 views
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appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagem ent remain.
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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.
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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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