Gamification in the Classroom Part 2
GIMKIT (Fullagar & Kelloway, 2009b) As I mentioned before in Part 1 on thistopic, Fullagar and Kelloway (2009) did a study on work flow. They found that there are certian characteristics present for when a person gets into a state of state of optimal experience, what I call a feeling similar to a experinceing a high. When you look at the checklist created by Fullagar and Kelloway (2009) and you look at what a video game gives students, you see why video games are so addictive. Karagiorgas and Niemann (2017) made the connection between experiencing the flow at work and the high they get from playing a video game. The games give them immediate feedback, they know exactly what they need to do. They can lose themselves in the game and become hyper focused to the point where they nothing outside the game distracts them (Fullagar & Kelloway, 2009a). I have seen GimKit evoke the same flow that Fullagar and Kelloway (2009) describe in their study. The k...
