Gamification of Learning

THIS IS A DISCUSSION POST ONLY

NO TITLE OR INDEX PAGE

200 word count

TURNITIN should be less than 12%

APA In Text Citation format

Willis and Mitchell (2014) discuss the role of video games in learning. While some folks think that gamification is a recent trend, we can find examples of “gamified learning” from the mid-1980s (Knewton, n.d.). Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.

ARGUE IN SUPPORT, gamification in learning

In your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification.

RESOURCES

Bruder, P. (2015). Game on: Gamification in the classroom. Educational Digest, 80(7), 56-61. Retrieved from Academic OneFile database.

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