Today we are living in an age, that can be addressed as the golden era of human civilization as the mighty impact of technology has refined almost every
aspect of our social-economical and personal life. The field of education can be addressed as the quintessential technology-oriented domain, where new
tech- revelations are taking place in every second.
Technological innovations in learning has begun to replace traditional mode of education & the new most edition in the series is the insertion of game
design and mechanics in the traditional classrooms to enhance non-game contexts.
When Education & Games Are Juxtaposed
The technology of Gamication is taking it's credit in getting students actively engaged in learning. Games, in any form, undoubtedly increase motivation
& concentration & as far as education is concerned, the necessity of motivation is utmost. Approximately 1.2 million students fail to graduate each
year; According to a study of Harvard Graduate School of Education, at college level just 56% of students complete four-year degrees within six years- All
these are the quintessential examples of lack of motivation & goal as well.
It has been previously noticed that gamification in other services has resulted in retention and incentive. For example, website builder Dev Hub observed
the remarkable increase of users, who used gamification in their sites, from 10% to 80%. So, it is being hoped that it should work for education as well.
How To Gamify The Classroom
There are many eminent educators, who have examined the abilities of gamification is education & have been satisfied with positive outcomes.
- Gamify The Grades
Professor Lee Sheldon, Indiana University & a successful Gamification implementor, attributes his own success, saying, “the elements of the class are
couched in terms they understand.” Today each assignment and each test feels rewarding, rather than disheartening. In order to highlight the inherent value
of education educators align levels with “skills”, utilizing the power of game-tech in education.
- Gamify Learning
Educators are in hope that games would transcend the sheer atmosphere of learning into informal one. There simply aren’t adequate time in the day for a
teacher to interact with each student & focus on their strong as well as weak points. Games allow the curiosity in the learning to continue quest even
after the bell rings.
- Gamify Competition
Who doesn't want to see his or her name on the leader board? Celine Petsche, a teaching assistant in the School of Business and Economics at Wilfrid
Laurier University, discovered that the use of the tournament function, that she used in her class, prompted some competition, boosting the talents and got
her students excited about demonstrating their understanding. The distinct tool not only worked as a great equalizer among students, but the general energy
of the class gets a boom with the implementation of the ed-tech.
The Tools That Are Worth Executing
The Tools That Are Worth Executing
Leveraging the power of Gamification has not only elevated the level of student motivation & engagement towards education, but the idea of getting
students learning, sharing & at the same time enjoying education by using gamification also manifests great promise, to be sure.
1)Star Swiper- Praticing Math With Stars
Let the
young learners of your class enjoy some fun with this interactive game from the popular PBS KIDS program PEG + CAT. Not only fun of an interesting game,
their counting would also be rehearsed with this Big Mouth is taking all the stars on Purple Planet.
2)
Dunk Tank- Volume Is Liquid
Learning about measurements have never been more fun than with “Dunk Tank” from the PBS KIDS math series Cyberchase! This interactive game provides
students with the opportunity to explore the concepts & facts about liquid volume.
3)
Dungeons & Dragons- Tale of Evolved Digital Era
Dungeons & Dragons is reckoned as the originator of the modern role-playing game industry. Let your students learn more about this particular
storytelling process and what it means today in the digital era.
What To Say Finally:
Time has certainly changed & today's children have become more tech-savvy. They know how
to handle smartphones, even if they might not know how to tie their shoe laces. Then why not transcend the education for them into something that they not only enjoy
& relish, but also have utmost concentration in. Hence the implementation of gamification would certainly bring out the hidden concentration of the
pupils & amplify its execution on the result.
Article Source: goo.gl/Os0bXU, goo.gl/aIX257
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