Incorporating Technology into Education

Gamification in Education

on July 11, 2013

Central Minnesota Libraries Exchange

With technology seeping into most every aspect of life, it is important to take a step back and evaluate what are the best, most appropriate applications in your professional and personal life. How much technology is too much? Does a game/program enhance how a particular topic is conveyed?  Can games induce excitement about certain content?

In September 2012, Edudemic, in partnership with Knewton, posted an article titled, The 100-Second Guide To Gamification In Education.  Gamification is becoming a growing trend in which games are introduced as a teaching tool to supplement the delivery of core curriculum.  Therefore, the question remains, if over 5 million people play games more 45 hours a week, what elements of gaming can be cultivated for education? As a follow-up to this article, this month Edudemic posted 25 Things Teachers Should Know About Gamification.

Here are three points made in the full article;

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