Saturday, December 3, 2016

Gamification

Image result for gamification
     One of the most important things to consider when using gamification in the classroom is that the program you are using is appropriate for the classroom and also that age of your students. If it is not then your students will not understand it. Another thing to consider is to make sure the your students have access to the program in and outside of the classroom.  
     The best example of gamification I've seen is in class when we used Osmo. I think it is a great way to have the students interact and be engaged in these learning activities. It was a great way for the students to be learning and having fun and getting the students involved while doing so. 
     I think gamification is a good thing. I think there needs to be rules and expectations for the students to stay on task and make sure they are learning and not just playing a game.  

6 comments:

  1. I also think Osmo was the best example of gamification. It had objects for students to use and manipulate, but was an app-based program. Also, Osmo offers a variety of apps like Words, Monster, Numbers, etc. They can also work as a team to complete the activities rather than as individuals with personal devices.

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  2. I agree with you that it is important to consider the age of the students when looking to use gamification in the classroom. While many gamification tools are geared towards education, not all are necessarily appropriate.

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  3. I also agree that gamification is a good thing or tool to use in the classroom. I also agree that the game needs to be age appropriate for the students to be able to understand the game. i also think that there need to be rules or guidelines for the students to follow when playing the game. Great Post!

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  4. Rachel, I agree that gamification can be very useful in the classroom as long as it is appropriate. I also like Osmo for in the classroom as it proves to be a very effective tool for teachers and students.

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  5. I totally agree the game should be appropriate for the student's age. Also I liked Osma as well. It was very interactive.

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  6. Rachel,
    I agree that gamification is a good thing. There does need to rules and restrictions on what the students can and cannot do. Also the games that are used should be developmentally appropriate.

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