"There are several big movements underway that are worthy of debate and possible consideration as we look to help education become the 21st century, user-centered, on-demand, engaging, technology-centric activity that it has not been for much of its existence. Game-based learning (GBL), or gamification, is one of the models that commonly gets touted as a cure-all for the problems with education because of the popularity of gaming in our society (New Media Institute). While there are problems with the gamification movement as it currently stands, the model has several areas in which it differs sufficiently from traditional education to make it an intriguing possibility. Here is a look at several of those differences."
Topics discussed include authenticity, student engagement, creativity and innovative thinking, and cost, as well as a discussion on the debate that exists over game based learning.
Gamification...do you ask yourself if this will work in your classroom? In this post Vicki Davis shares her experience of bringing games into the classroom. You will learn how games may be the tool for some students to break through barriers, and also that the language used by games is not always up to school standards.
She shares five elements of gaming that should be considered as gaming and education come together.
1. Game Mechanics (think game theory)
2. Bartle Test of Game Psychology (more information on this in the post)
3. Gamification is a Process - In this section she shares the experience of another teacher whom has gamified his classroom, including an embedded video from a Google Hangout he hosted. Take the time to watch the video and learn from his experience with his 6th grade class.
4. Serious Games can be Used Anywhere - from elementary through college level (and some businesses are using games to help train future employees).
5. Serious Games can Tackle Serious Issues, and serious issues may help us promote rigor in our classrooms.
6. We Can't Trust App Stores to Curate our Games
Click through to the post for more information. After reading the post do you think that gaming has the potential to be a "powerful 'killer' tool in a 21st century teacher's toolkit?