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Getting Gamification Right: Four Practical Examples to Help

EmergingEdTech

The term ‘Gamification' was coined by computer programmers in 2002 and became trendy in 2009 thanks to Foursquare. By 2011, gamification was considered a buzzword when Gartner added it to its. Please click on the post title to continue reading the full post. Thanks (and thanks for subscribing)!].

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10 Popular Educational Trends and What You Need to Know

Waterford

Gamification. Gamification , a learning strategy that involves using games and rewards to teach students, is a strategy with plenty of both advocates and critics. Child & Youth Care Forum, Jan 2011, 40(4), pp. Play As You Learn: Gamification as a Technique for Motivating Learners. Gamification and student motivation.

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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] 4] In a nutshell, gamification is the use of activities and rewards to teach different learning concepts. Research in Higher Education Journal, 2011. Gamification and student motivation. Williams, K.,

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Why students love a game-based learning experience

Neo LMS

Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information. So what benefits of gamification in middle school classrooms can we extrapolate from the above case study?

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Gamify Learning: 20+ Resources

Teacher Reboot Camp

People worldwide spend about 3 billion hours a week playing them (McGonigal, 2011). Game based learning & Gamification. Effective Technology Integration game-based learning games gamification gaming video games' Jane McGonigal, Author of Reality Is Broken: Why Games Make Us Better and How They Can Change the World.

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Integration of Digital Badges to Acknowledge Professional Learning

A Principal's Reflections

The idea behind this platform is to provide professional learning with a pinch of gamification. ?For The PGP, created by our principal Eric Sheninger, was launched in New Milford High School in September of 2011. I am proud to announce Worlds of Learning @ New Milford High School , a digital badge professional learning platform.

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New myON version looks to boost personalized learning

eSchool News

includes new student and educator interfaces, advancements in content recommendations based upon individual student interests and Lexile reading level, gamification, and improved enhancements to the state-of-the-art monitoring and reporting functions. myON has announced a redesign of its personalized literacy environment for PreK-12.