Games make us better and they can save the world!

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Educational Benefits of Gamification

Since the 1990s, computer technology has become commonplace in schools and the presence of devices has only continued to increase (Harven, 2013), leading to common arguments that technological devices in classrooms are too distracting. As Harven (2013) points out, social media such as Facebook and Twitter can be the biggest enemy for young learners, taking focus away from learning. There are related concerns that children spending too long on technological devices in classrooms will suffer due to lack of outdoor activity. However, gamified experiences do not exclusively require students to be sitting indoors. Applications like C-Fit Dance and Teen BMI aim to persuade children to do more physical activities and use technology and game elements to encourage healthier lifestyles (Learning Games and Apps for Kids, 2012).

Minute Workout app (iMore, 2014)

Educational institutions such as the National University of Singapore (through their JFDI Academy) and concepts backed by private companies, such as the Deloitte Leadership Academy and Healthcare University (from US insurance firm Capital BlueCross) use gamification theories to improve engagement with students and users. In JFDI Academy, the class experience was transformed into a storyline set in a Star Wars universe and game mechanics like experience points and leaderboards were adopted. Assignments were rebranded as “missions” and bonus questions as “side quests” (Huang and Soman, 2013) to capture students’ imaginations.

JFDI Academy Badges (Design.mokomomo.com, 2010)

 

Bibliography:

Harven, M. (2013). Top 5 Problems with Technology in Education Today. [online] EdTech Times. Available at: http://edtechtimes.com/2013/11/06/top-5-problems-technology-education-today/  [Accessed 19 Jan. 2016].

Design.mokomomo.com, (2010). Portfolio | MokoMomo Designs. [image] Available at: http://design.mokomomo.com/portfolio.php#!prettyPhoto[gallery1]/17/ [Accessed 23 Jan. 2016].

Huang, W. and Soman, D. (2013). A Practitioner’s Guide To Gamification Of Education. 1st ed. [ebook] Rotman School of Management, University of Toronto. Available at: http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf [Accessed 9 Jan. 2016].

iMore, (2014). Best workout apps for iPhone: What you need to get in shape and feel great!. [image] Available at: http://www.imore.com/best-workout-apps-iphone-fitocracy-jefit-pro-betterfit-more [Accessed 23 Jan. 2016].

Learning Games and Apps for Kids, (2012). Top 10 Apps for Physical Education Teachers. [online] Available at: http://www.avatargeneration.com/2012/10/top-10-apps-for-physical-education-teachers/     [Accessed 19 Jan. 2016].

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