Gamification: Combining components and design to create more effective classroom experiences.

ID: 48811 Type: Best Practices Session
  1. Nancy Moreau, Northampton Community College, United States
  2. Logan Dihel, Richland High School, United States

Wednesday, June 29 11:15-11:35 AM Location: Junior Ballroom D

Presider: Paul A. R. Rowan, Edu-Designing, Japan

Abstract: The word “Gamification” appeared on the scene in 2004, but the foundation has been in place for a long time. Businesses have embraced the gamification concept early to encourage loyalty and increase participation. Logan Dihel will present the background information and define our version of gamification, then I will apply the concept to an actual class. I teach pre-service teachers who are always looking for strategies to engage students and make the learning meaningful. The best way to teach is by demonstration. My course is set up to use the elements of gamification; points, leader boards and badges combined with established principles of game design to create an engaging experience. It will help current pre-service teachers teach tomorrow’s students.

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