Uwrt 1104 Eip First Draft W Comments
Uwrt 1104 Eip First Draft W Comments
Uwrt 1104 Eip First Draft W Comments
UWRT 1104
11/1/2017
What exactly does gamification mean? Why is this a big deal today? Gamification is the
application of game-design elements and game principles in non-game contexts. (2) The subject
of including gamification in the learning process at school has become more of a subject that
cannot be ignored. In this day and age with advancing technology, many companies and teachers
have asked, how can we use the technology and the interests of students today to our advantage? Commented [1]: This makes it sound like the companies
are trying to use children's interests for the compay's personal
gain instead of using the children's interest to help them learn.
Some businesses have turned to game development to better suit the needs in the classroom. For
example, the creator of Minecraft developed and released a new version of their game called
Minecraft: Education Edition for use in the classroom. This version allows students to build,
design patterns, visit different areas of the globe, and develop their spatial thinking. (4)
Gamification, in general, began with S&H Green Stamps being used by marketers to give
to retailers as a loyalty program for customers. Then, in 1981, American Airlines comes out with
the first frequent flyer program for customers. Not to be outdone, in 1983, Holiday Inn makes the
first loyalty program for the hotel industry guests. The article then goes on to discuss more Commented [2]: It's nice to see some of the history of
gamification and where/when it started
events down the line that show how exactly gamification has been evolving and shaping the
world around us today. For example, in 2002, a Serious Gaming Initiative was made that forged
a bond between the gaming industry and health, training, education, and public policy. Further
down the line, in 2009, Quest To Learn accepts a class of 6th graders into a game-based learning
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environment. Lastly, Gartner predicts that by 2014, 70% of Global 2000 organizations will have Commented [3]: Expand a little on this learning
environment. Was it an after school program or a actual class
kids took in place of school. Talk about how that class affected
at least 1 gamified application. (8) the students who took it
In the 1980s, more specifically in 1985, began the emergence of childrens software
industry. This began with games such as Carmen Sandiego, Reader Rabbit, Legend of Zelda,
Mavis Beacon Teaches Typing, Math Blasters, and Pirates. In the years 1995-2000, virtual
worlds with user created content became popular, with games such as Active Worlds, Whyville,
and Roller Coaster Tycoon. Around the year 2002, more serious games were being developed
and capturing peoples attention. For example, some of the serious games were Diner Dash, Wii
Fit, Brain Age, EVE Online, Immune Attack, Arden, Gamestar Mechanic and Making History: Commented [4]: You start off well by talking about the
emergence of children's software industry. I'm not sure if some
of the games listed necessarily contribute to gamification.
The Calm & The Storm. (5) Elaborate on how these games created popularity and how
they helped gamification grow.
From the year 2010 and onward, gamification informs course design and curriculum
development. We see this in other projects and schools, such as Quest To Learn, Knewton Math
Readiness, and Mozilla Open Badges Project, which begin to use gamification in the teaching
styles of educators. At the present, games and the platforms they are played on are advancing at a
fast rate and include elements such as virtual reality, massively multiplayer, user-created content
and role-playing, It is a hope that eventually, augmented reality will be implemented. (5)
Many may ask, what allows gaming to be used in an educational setting? How would
students benefit from this learning style? Gaming offers many different elements that would help
others learn, and continue to want to learn or work. Using levels in a game, creates a sense of
adventure in a user, and enables them to want to explore and continue to grow and develop.
Using a points system in the game allows the user to feel the need to succeed as they can see
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their hard work paying off numerically. Other elements such as achievements, virality, and epic
meaning give the user a sense of purpose. They influence the user and make them want to
continue playing and striving to be the best. When incentivized with rewards, the user becomes Commented [5]: Maybe compare the effectiveness of this
XP system to the effectiveness of the standard school grading
system?
more active and invested in the gameplay/learning. Other elements include collaboration, (which
enforce the need to learn how to cooperate and work well with others) and appointments (which
give the user a sense of responsibility, or influence them to continue playing). Other elements
include Bonuses, Loss Aversion, Discovery, Infinite Play, Countdown and Synthesis. These
elements convince the user to continue playing and to strive to master the game and unlock
the sense of gamifying the grading process. He gamified his course by abandoning grades and
implementing an experience points system. Students letter grades are determined by the
amount of points they have accumulated at the end of the course, in other words, by how much
they have accomplished. Because of the extracurricular interests of the current college-age
generation (games!), Professor Sheldon attributes success to the fact that the elements of the
class are couched in terms they understand. Students are progressing towards levels of mastery,
as one does in games. Each assignment and each test feels rewarding, rather than disheartening.
Using experience points allow educators to align levels with skills and highlight the inherent
Teachers Ryan Schaaf & Jack Quinn state In my class, students dont take practice tests;
they battle the evil emperor, Kamico (the maker of popular test prep workbooks used at my
school). We dont just test objects for conductivity; we search out the secret object which will
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turn on the alien spaceships prepared to launch light. While students are collecting points,
leveling up, and competing against each other, I am collecting data, tracking progress, and
tailoring the rules, rewards and quests to build positive class culture while pushing student
achievement. Students become eager to participate in the activities that they need to do to
improve, and when students buy in, they make school a game worth playing.(3) Both teachers
have plenty of experience with gamification in the classroom and have said much to support the
teaching method with examples of how beneficial it has been in their classrooms.
Competition has also been shown to be a good motivator to learn and get ahead of the
rest of the group. Celine Petsche, a teaching assistant in the School of Business and Economics
at Wilfrid Laurier University, uses Top Hats tournament module to engage her students.
Previously using iClicker to quiz her students on the assigned reading, Celine found that the use
of the tournament function egged on some competition, boosted morale and got her students
excited about demonstrating their understanding. Celine additionally noted that the tool worked
as a great equalizer among students. Introverts were able to demonstrate their knowledge of the
material and participate without having to raise their hands. Most of all, gamifying the review
Another example is of a 3rd grade teacher named Mr. Pai. He disrupted the traditional
classroom setting by introducing the Nintendo DS, among other technology, into his daily
curriculum. Students practiced math and language through the use of computer and video games.
In just eighteen weeks, his class went from a below 3rd grade level to a mid-fourth grade level.
These anecdotes by various teachers of different levels of schooling show that no matter
the age of a student, how effective this type of teaching can be. In fact, In a study provided by
the Kahoot! Journal, it reported: students that did the game-based quiz (Kahoot!) learned 22%
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more than students that did paper quizzes, and 52% more than students that used the student-
response system Clickers.... Since paper exams are what one would typically find in a
classroom, it is enlightening to know that the students took away more material from a quiz that
incorporates visual interaction over the standard paper format. The Kahoot! Journal also shared
that the student engagement of those who participated in the Kahoot game was 46% higher than
students doing the paper quiz, and 55% higher than the students that used the student-response
system. (1)
In 2015, a survey was done to assess the reaction of people when asked about motivation
and the eLearning process. A survey conducted by TalentLMS, showed that: 89% of those
surveyed stated that a point system would boost their engagement, 82% are in favor of multiple
difficulty levels and explorable content, and lastly, 62% stated that they would be motivated to
learn if leaderboards were involved and they had the opportunity to compete with other
colleagues. (7) A study was also conducted to see if gamification in education would be
effective for adult learners also. It states that According to a study conducted by the University
of Colorado on the impact of simulations and games in adult learners, participants in gamified
terms of factual-knowledge, and 9% increase in retention rate. This shows that gamification not
only helps online learners acquire knowledge and skills more effectively but also it allows them
to retain information and commit it to long term memory for future use. Games aren't just for
entertainment in the world of eLearning. In fact, judging by the numbers, they are an effective
and powerful tool that enriches eLearning experiences for users of all ages and in all niches. (7) Commented [8]: This section was put together well. It's a lot
of factual stuff so there isn't much I can critique on. At this
point in the paper it seems like you are leaning in favor of
gamification without officially saying where you stand. It
probably just feels that way because I have only read the pro
side so far but be careful if you are not trying to take a side
and just trying to present the facts
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With everything in life, there are two sides of a coin, and people will think differently. A Commented [9]: It's good that you are writing the on the
cons, not only the pros
website, titled Games in Education, lists a few pros and cons of using video games, such as
Minecraft and Civilization, in the classroom. They state The skills learned may be overlooked
or forgotten when tested. The fundamental level of learning in video games may be discarded by
some students, leading to poor results. Violence in games can also add to behavioral problems, as
video games are generalized to be mostly violent leading teachers to be skeptical with
implementation. People may feel more hostile after playing realistic related violent games as
their behavior is afflicted by realistic situations. Commented [10]: This has been scientifically proven to be
wrong, but it's probably good for the sake of argument
Some teachers feel that classroom necessities like books should be put before video
games. Books and reading can provide a more calmer aspect of learning rather than constant
technological productivity. Books also offer better learning in the subject of English, with
learning how to respond to texts, write essays and increase vocabulary, whereas a game focuses
otherwise. Time spent using video games can be an issue as parents and teachers may not desire
their children playing video games excessively or at school. The best interests at heart of learning
can be clouded by the time consumption of video games within school and outside. Traditional
forms of education may be desired by schools and parents, rather than the technological aspect. It
can be strenuous for teachers to monitor all students and make sure everyone is working on the
same difficulty or level. Games as a replacement for books can be different work for teachers to
stay on top of student progression and reports. Perhaps, teachers may not be accustomed to the
use of video games or how to utilize their maximum ability and also some programs may not be
intuitive or suitable. Incompatibility with students may also be an issue as some peoples
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knowledge can be lower than others. Proper management and effective techniques can make
benefit for all students. Commented [11]: the argument against using gamification
feels weak to me. That is partly because I am super bias and
think that gamification should be used in all schools. I would
Why is this important to know? just do a little more reading to make sure that there are no
other arguments against gamification that you might have
missed.
As the ages progress, so does the advancement of society and the knowledge people gain.
Perhaps through gamification, learning could be made more efficient and engaging, leaving more
room for people to develop and grow. Or perhaps, through gamification will we as people really
begin to learn and see things from a different perspective in terms of what we know? Who is to
say, yet we cannot deny that games have played a key role in many aspects of life.
It is well known that todays generation of students are often gaming or connected to
their screens, and Pim van de Pavoordts research indicates that children who grew up as digital
natives immersed in the internet are more likely to engage in online games than with other
students or teachers in a traditional classroom environment. They propose three potential reasons
for modern day students desire for e-learning options: First of all they want to be connected to
one another, secondly they want to be entertained through games, movies and music, and finally
they want to present themselves and their work. The topic of gamification in education and
reshaping the learning process of students is important because this major tool that has been
developing is shaping society whether many notice it or not. The increased influence of
technology in our lives should be seen as a potential way for students to learn more efficiently
and more passionately than before instead of letting it this opportunity go to waste. These, and
the reasons mentioned above, are why gamification in education should be encouraged to better
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