Gammification in the Classroom Part 1
![]() |
Engagement in the Classroom
How is it that my students can be so motivated to struggle through the learning curve of a new video game just to get to the next level? They will remain steadfast in the face of certain death and plow through their frustrations giving it all they have to get to the next level. There is no monetary reward. Other than bragging rights, nothing more is offered for their achievement, yet they will try and try again for hours to make it to the next level until the end of the game.
So what do they get out of it?
What if we can piggy back, that is capitalize, on this euphoria they feel for games by making learning feel like the games they play? Gamification is the answer to that question. Not just playing a game, but capturing all of what they can do and experience in a video game.
References
Fullagar, C. J., & Kelloway, E. K. (2009a). Flow at work: An experience sampling approach. Journal of Occupational and Organizational Psychology, 82(3), 595–615. https://doi.org/10.1348/096317908x357903

Comentarios
Publicar un comentario