While many teachers embraced the idea of bringing technology into the classroom, several other teachers frowned upon the thought of even more technology to disrupt classroom code. Are using new and inventive ways that bad for this new generation? After all, they know more about computers, mobiles, and game applications than they can ever know about libraries, slide projects, and inks. Here’s a teachers perspective on the subject.
What is Gamification?
Gamification is when you choose to use the elements of a game to add flavor to the classroom environment. It works to motivate young children to reach an objective. Several organizations are making use of gamification to motivate customers. Giving badges to “first visitors”, adding more data usage after “profile completion”, and creating “levels” of loyalty are all examples of gamification used for company products/services.
Using it in the classroom is no different. A common misconception is that you add video games to the classroom. This isn’t the case. Gamification in education adds the elements of a typical game and not the game itself! By creating “levels”, badges, points, competition, and “lives” system, you are motivating the Gen Y’er both extrinsically and intrinsically to achieve more in the classroom.
Why is “Gamification” is a well-grounded concept?
Gamification Aids Cognitive Development
Gamification in the classroom will enable you to encourage early cognition and cognitive development the way games do. This can also be done with the help of actual games that stimulate brain activity. There are countless products available that are intended to aid cognition by presenting the player with a set of questions or problems they are required to solve. Even if the game is not focused on “cognitive development” you can be sure that the ones that involve solving problem – which pretty much most of them do—you are aiding cognitive development.
Nothing excites a child of today’s age the way games do. Unlike the past generations, today’s children have games everywhere and in possibly every device they own. These games are far more addictive and advanced than they were back in the days when classic arcade games were the only ones available. By adding gamification in the classroom you are creating a “hook” to education that keeps them at the edge of their seats in order to “win” their game.
Simplifies Engagements and Reduces Tedious Tasks
Back in the days when technology wasn’t so advanced, teachers had to craft several time-consuming techniques to drive engagement. For instance, field trips, special “days”, color-based charts for grading, group activities all required heaps of work to create. Technology always aims to produce more in less. Similar to a coursework service that reduces the amount of work you need to do, gamification and use of technology is perfect for teachers who want to reduce the workload while still driving engagement.
Gamification Allows Students to Track their Progress
With the help of badges, points, levels, and lives, you are instantly giving each student individual attention. Gamification also allows students to track their own progress in a manner they can easily comprehend. Students can directly and visually see where in the stand compared to the rest of the students—creating natural and healthy competition.
Gamification Gives Student Autonomy
One of the biggest problems with weak students in the classroom is that they fail to realize the fact that they are on their own when it comes to education and learning. They depend on teachers, friends, or parents to assist the learning process. With gamification, students are bound to acknowledge the fact that it is entirely up to them. With this, they achieve autonomy and find ways to learn on their own, most preferred, ways.
Are you ready to Gamify YOUR classroom?
Have you tried bringing gamification into your classroom? We would love to hear about it. Please share your story/resources/links below in the comments section.