A common subject I've discussed on this blog is gamification - applying elements commonly found in recreational games to the classroom in order to promote better student engagement. However, gamification can be a rather vague area for many instructors, and there are many who don't know how to apply it not because they disagree with gamification, but because they don't how to apply it. Fortunately, there are many articles online, and helpful pieces of software that provide valuable guidance.
Liz Kolb, a teacher and proponent of gamification in the classroom, recommends the use of 3DGameLab and Gradecraft in order to implement game-based learning. Other recommendations are Classcraft and TheVirtualLocker. Two valuable things games employ, most often video games, are quests and experience points. The player completes quests - which can be any kind of task, both easy and challenging - and, in turn, receives experience points they can use to 'unlock' new privileges and tools. Such concepts should be applied to the classroom without hesitation. As a means of positive reinforcement, Kolb recommends that teachers be generous with their dispensing of experience points. So students don't grow bored, an instructor should provide them with branching choices that impart valuable lessons, but through different means. Their are many more lessons provided by Liz Kolb and I recommend that everyone read her article. Since much of her advice revolves around the use of gamification software, and many older teachers are unused to using such kinds of technology, it is up to librarians to introduce this technology to the school system and educate students and teachers alike in its use.
Their are many other gamification lessons other can provide, and I will be discussing them further in subsequent blog posts.
Link:
https://www.edutopia.org/blog/epic-fail-win-gamifying-learning-liz-kolb
Liz Kolb, a teacher and proponent of gamification in the classroom, recommends the use of 3DGameLab and Gradecraft in order to implement game-based learning. Other recommendations are Classcraft and TheVirtualLocker. Two valuable things games employ, most often video games, are quests and experience points. The player completes quests - which can be any kind of task, both easy and challenging - and, in turn, receives experience points they can use to 'unlock' new privileges and tools. Such concepts should be applied to the classroom without hesitation. As a means of positive reinforcement, Kolb recommends that teachers be generous with their dispensing of experience points. So students don't grow bored, an instructor should provide them with branching choices that impart valuable lessons, but through different means. Their are many more lessons provided by Liz Kolb and I recommend that everyone read her article. Since much of her advice revolves around the use of gamification software, and many older teachers are unused to using such kinds of technology, it is up to librarians to introduce this technology to the school system and educate students and teachers alike in its use.
Their are many other gamification lessons other can provide, and I will be discussing them further in subsequent blog posts.
Link:
https://www.edutopia.org/blog/epic-fail-win-gamifying-learning-liz-kolb
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