Learning

In this first of three sections, you will learn about the affordances and constraints of gamification.

Required Resources

  • Read Chapter 2.7 (Gamification) in the K-12 Educational Technology Handbook by Anne Ottenbreit-Leftwich & Royce Kimmons. As you read, consider the following questions:
    • What is gamification?
    • What are the most important steps you need to consider to gamify your specific curriculum?

Additional Resources

Required Evidence

  • Submit a 1-2 page reflection of what you learned from the chapter on Gamification and any other resources provided. Specifically consider four questions among other things you found interesting:  First, what does it mean to gamify your classroom and/or your curriculum?   Second, what are examples of a gamified classroom?  Third, what would you need to do to prepare your content or curriculum for gamification. Fourth, what are potential challenges in gamification?
  • Formatting – One to two pages maximum; double-spaced, no smaller than 11pt font.
  • Use references to support your claims. References do not count towards the 1-2 page minimum/maximum. Any format for references is allowed but APA is preferred.

Evidence Review Criteria

  • Criterion 1: Educators will be able to demonstrate an understanding of what it means to gamify a classroom.
  • Criterion 2: Educators will be able to identify important gamification elements and challenges to successful implementation.
0
0