K-12 Classroom Gamification Microcredential Internal Page 2


  Benefits of this Microcredential

 

Digital and analog gaming impact all aspects of society. Teachers and students often focus on either consumption or production of games in education. However, there has been a recent movement towards taking the elements of game play and putting those into teaching and learning (in analog or digital formats). The purpose of this microcredential is for educators to learn about affordances and constraints of gamification, how to gamify their pedagogy, and how to implement gamification in the classroom. 


Standards

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